Unreal Tournament news on the horizon!

Not only is wall dodge in there Locky, you can also string them together for multiple wall dodges - it's awesome :D

So not a UT99 remake then and won't be competitive as it stands. Played around with it last night and the weapon balances are all over the place as well as the original feel of the weapons - it's more like a mod to UT3 or UT2004 which were terrible games.
 
So not a UT99 remake then and won't be competitive as it stands. Played around with it last night and the weapon balances are all over the place as well as the original feel of the weapons - it's more like a mod to UT3 or UT2004 which were terrible games.

I miss the original UT for this very reason, who needs wall dodging:D
 
So not a UT99 remake then and won't be competitive as it stands. Played around with it last night and the weapon balances are all over the place as well as the original feel of the weapons - it's more like a mod to UT3 or UT2004 which were terrible games.

It's in alpha, they're after feedback so I'm assuming you've given it to them?
 
It's in alpha, they're after feedback so I'm assuming you've given it to them?

Don't be silly, pre-alpha obviously means super polished with balance and feel sorted as if it were to release tomorrow. No feedback needed.

I for one like the feel of the game so far (as you know :p). Long way to go but it's promising.
 
I couldn't get it to do it mate lol. Saying that not played ut for 6 to 7 years.

I think single tap could be on by default so that you only have to tap the direction key away from a wall you are next to (i've turned that off so that it requires a usual double tap).

If it indeed has wall dodging I won't play as I may as well play that POS game COD AW.

I've always felt that wall dodging was the best piece of movement added to UT since the original. You don't have the double jump or dodge-jump anymore, so the game is a lot less floaty than 2k4.
 
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Not tried stringing multiple wall dodges yet. Does sound fun though, how easy can you maintain height doing it?
I am getting tempted to start mapping again...

You drop in height fairly quickly, but for example on deck (if your're familiar with the map) you can do 2-3 around the lift area, or use them to grab the belt in different ways.

Other moves that have been added:

Slide: performed by pressing shift (default key) mid dodge. You can't be headshot doing this and can also get under a couple of parts of the map without losing speed by going into a crouch.

Wall slide: also bound to shift by default, but tbh I think is pretty pointless in its current state.

Sprint: (auto-enables after walking in a straight line for a while) is also a bit pointless so far imo.

Also, if anyone is interested, irc.globalgamers.net channel #UnrealTournament is the games official irc channel where you'll find a lot of players.
 
I've always felt that wall dodging was the best piece of movement added to UT since the original. You don't have the double jump or dodge-jump anymore, so the game is a lot less floaty than 2k4.

I'd agree. It flows really well. I don't follow the "may aswell play COD" standpoint as a reaction to this :s - It's an arena shooter where you can jump higher by firing a rocket at your feet, what's wrong about being able kick off of a wall to go in the opposite direction!

You drop in height fairly quickly, but for example on deck (if your're familiar with the map) you can do 2-3 around the lift area, or use them to grab the belt in different ways.

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Wall slide: also bound to shift by default, but tbh I think is pretty pointless in its current state.

Sprint: (auto-enables after walking in a straight line for a while) is also a bit pointless so far imo.

Sounds nice, will check that out later. I vaguely remember a UT2004 mod that allowed multiple dodges but it felt quite broken, if they've got it here without the ability to just abuse it and stay dodging for ever it'll be great to have.

I've not managed to work out the wall slide by hitting shift. The crouch/roll thing is fine (albeit doesn't seem too useful at the mo) but no matter how much I mashed shift near walls it didn't seem to make a difference! Is it like a horizontal wall run?

Sprint - I'm liking this, I feel it rewards players who keep moving and acts as a penalty to campers. It's not too drastic that it's annoying, it just rewards fluid movement in game :)
 
I've not managed to work out the wall slide by hitting shift. The crouch/roll thing is fine (albeit doesn't seem too useful at the mo) but no matter how much I mashed shift near walls it didn't seem to make a difference! Is it like a horizontal wall run?

To be honest, I haven't even tried the wall slide since some of the earlier builds, but it was a very subtle effect and certainly nothing like wallrunning in titanfall. Back then the best way to see it was to type behindview 1 in the console to switch to third person. This would allow you to see the move better as there was a different animation compared to just falling next to a wall.

Sprint - I'm liking this, I feel it rewards players who keep moving and acts as a penalty to campers. It's not too drastic that it's annoying, it just rewards fluid movement in game :)

The problem is, to activate the sprint requires running in straight lines which makes for a very predictable target. As soon as you throw in a dodge, jump or change of direction your momentum is broken and you are back to base speed. Personally, I'm pretty used to spamming dodges and jumps around for more agile movement.

It may however see some use in duels to get to an area slightly faster and with less noise.

Also, the movement hasn't been worked on that much in the past couple of months, and being a pre-alpha I'm sure there are still many changes to be made.
 
You know, I hadn't even noticed that momentum wasn't kept when you dodge/jump etc. I'm kinda torn now. If momentum was kept you'd end up sprinting basically all the time, which would then kinda defeat the object. But as it is now you are stuck running in a straight(ish) line and are a sitting duck for being shot. But maybe that's what Epic are after, a lazy option for team games just catching up with the action when not being shot?

Just tested the wall slide... Didn't realise you need to hold shift + the key facing the wall. Don't feel it really adds much, but I'm not against it. Likewise multiple dodges kinda feels silly bouncing back and forth in a corridor, but as it will open up some fun gameplay potentially I'm keen!
 
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