Part of the reason I love classic UT is the hyper-realism in the maps. It really gets brought out well in Bunnytracks maps, which can have amazing mapwork that puts you in other worlds, ancient temples, futuristic factories, and all kinds of other scenes. It's kind of like the old sales point; it's not just real; it's Unreal.
I always remembered that Tactical Ops 220 had this in its maps and music. The later versions of TO got more realistic as a counter-terrorism sim, so the colors were washed out, the music was replaced by generic orchestral crap, etc. but all the "Unreal" feeling is still there in patch 220. Here's what I mean:
(You might need to right-click > view for some of these since the forum will resize them down)
TO-Blister. The canyon skybox is beautiful and the sky is deep, deep blue. All the colors are also vibrant, including the red interiors of the buildings. And amid all this, you've got Skyward Fire playing. What a great feeling.
TO-Getaway. The star skybox used in the 220 version is just incredible with detail. The music is also Run, which is a lot better and more urgent than the AoT counterpart (haven't bothered learning the name of those pieces). A starry sky like that would never be possible in a city due to light pollution, but that's why it's Unreal.
TO-Forge. That's seriously one of the most beautiful alleways I've ever seen in UT, right down to the full moon at dusk. Seeing a full moon so early in an evening like that is rare, especially in a city in which the horizon would be obscured by buildings. But it's possible in Unreal. The skybox is full of tender evening colors, and the plantlife growing on the side of that building provides such a nice green to the scene. The sea picture shows the other side of the skybox with the setting sun; again, it's beautiful. I can't get enough of UT's skyboxes. Add mechanism eight and whoa.
TO-RapidWaters. The skybox and blue-cast mountains provide an awesome backdrop for the water and dam-themed map. I wish I could visit these places.
TO-WinterRansom. The skybox is a luscious winter sunset, made serious by the setting among high-rises and inner-city housing. This beautiful sunset is largely missing from the later versions of the map. It was such a feeling playing this the first time in 220...you'd start in alleys among those tall buildings, and then climb some stairs and a long ladder to finally reach this rooftop. Then you'd turn and see that sunset, and it'd be breathtaking. The same goes for the apartments in front of the trainyard; they seem very real. The music is Skyward Fire.
Too bad no one really plays AoT anymore, let alone 220. I always make an effort to play DoG assault these days, since there may come a time soon when it'll be impossible to find a standard AS game going, like DOM's been for a few years. Have to hold on to UT's life while it's still going and enjoying these beautiful maps!
I always remembered that Tactical Ops 220 had this in its maps and music. The later versions of TO got more realistic as a counter-terrorism sim, so the colors were washed out, the music was replaced by generic orchestral crap, etc. but all the "Unreal" feeling is still there in patch 220. Here's what I mean:
(You might need to right-click > view for some of these since the forum will resize them down)
TO-Blister. The canyon skybox is beautiful and the sky is deep, deep blue. All the colors are also vibrant, including the red interiors of the buildings. And amid all this, you've got Skyward Fire playing. What a great feeling.
TO-Getaway. The star skybox used in the 220 version is just incredible with detail. The music is also Run, which is a lot better and more urgent than the AoT counterpart (haven't bothered learning the name of those pieces). A starry sky like that would never be possible in a city due to light pollution, but that's why it's Unreal.
TO-Forge. That's seriously one of the most beautiful alleways I've ever seen in UT, right down to the full moon at dusk. Seeing a full moon so early in an evening like that is rare, especially in a city in which the horizon would be obscured by buildings. But it's possible in Unreal. The skybox is full of tender evening colors, and the plantlife growing on the side of that building provides such a nice green to the scene. The sea picture shows the other side of the skybox with the setting sun; again, it's beautiful. I can't get enough of UT's skyboxes. Add mechanism eight and whoa.
TO-RapidWaters. The skybox and blue-cast mountains provide an awesome backdrop for the water and dam-themed map. I wish I could visit these places.
TO-WinterRansom. The skybox is a luscious winter sunset, made serious by the setting among high-rises and inner-city housing. This beautiful sunset is largely missing from the later versions of the map. It was such a feeling playing this the first time in 220...you'd start in alleys among those tall buildings, and then climb some stairs and a long ladder to finally reach this rooftop. Then you'd turn and see that sunset, and it'd be breathtaking. The same goes for the apartments in front of the trainyard; they seem very real. The music is Skyward Fire.
Too bad no one really plays AoT anymore, let alone 220. I always make an effort to play DoG assault these days, since there may come a time soon when it'll be impossible to find a standard AS game going, like DOM's been for a few years. Have to hold on to UT's life while it's still going and enjoying these beautiful maps!