What we want from the new UT codename Envy is NOT ONLY to re-live the experience from the original Unreal Tournament provide, and it did provide in its vastness, but we want the new experiences. Remember the spinchilling experience when all you can hear is a dim sound of an oncoming missile that keeps on getting louder and louder but still remains unsuspicious. Then at the last millisecond you see this huge redeemer missile in your face and your fate is sealed at that instant. Fair and fine, Epic tried to incoporate that into UT2004 by making bots more 'trigger happy' with the redeemer but let's face it, UNREAL TOURNAMENT is a legend and it is JUST UNREAL TOURNAMENT, UNREAL TOURNAMENT Codename ENVY must make a legend of its own...
Now listen here Epic Megagames, we've waited 2 series (UT2003 UT2004) for you guys to get this right but now listen to what we want. Before we get any further, UT2003 and UT2004 both rocked... now let's continue.
The feeling of being in a virtual battle zone is ultimately matched by the way your moments around an arena and the way objects relate to you. Let us begin by your moments by taking an example of a game. One of Theif 3: Deadly Shadows' key to success was to really place players to actually feel like they are stealth theifs. This is because a player could actually move the mouse and see his own arms legs but not head ofcourse, and this makes perfect sense. Imagine Unreal in the same environment:
1. You can actually see your arms extending to the gun you are holding and your fingers holding the trigger.
2. Movements to the side would be accompained by the exact movements of a personal strafing to the side. That is camera movement is toggled up and down, and one should see shoulder movement too. Turning ofcourse, would require the whole body to turn and the feet to possesse the same lifting animation as a human being.
3. WE WANT TO HAVE THE SCREEN ROTATE WHEN WE DO A WALL JUMP OR SUMMERSAULT!!! Like the Unreal Tournament Matrix Mutator that shoes you a revolution at least. But from you Epic, we want except character movements to be portrayed with except monitor movements!!
4. A stand still position would have a slight inhale/exhale movement. You see, in all past UT series, the gun alone moved. We need the whole 'map' to move as if when we inhale our head moves slightly upwards, followed by an exhale, slightly downwards. Try it.
5. Inhale and exhale sounds please!!!
Notice that Unreal Tournament has a hand extended when you select the minigun... the reason why Epic could not do that in UT2003 is because many players have different skins. Moreover, graphics and memory were probably a problem too due to high detailed graphics for the gun shown in first person as opposed to the low detailed gun when viewing it lying on the ground. But we've overcome that Epic!! We are able to show astonishing graphics like the ones being portrayed in UT codename Envy.
So, let us see our bodies and dodge like the way your character dodges and give us the true feel of being in a deathmatch. Dammit, let us shoot our feet if we have to.
Now we go on to the game play. I begin by asking this question:
1. What prevents a person from walljumping many times? I suspect it's the code of only 2 jumps (doublejump) and 1 walljump being allowed by in all honesty, I feel that a person should walljump infinately times.
It combines cool manuvering tactics which helps you to shake off your adversaries.
2. Make the redeemer more robust. Fair and fine, the redeemer should be volatile but your primary weapen shouldn't end its reign of destruction just with one shot. It's disheartning to see your warhead dissapper with one shoot after you broke limb and heart to obtain it. Plus, it would be cool to see it go through a fierce battlefield and end all disputes by annihilating anything that moves.
3. Everything must be destructable. Take a hint from Red Faction. Coding must be so good that should it mean the tower in ONS-Torlan falling down then let it be after a lot of hits and actually pieces of the buildings being chipped off. Now that's what I call a battlefield.
4. More manuevers, like rolling from side to side, knocking a person with your gun etc.
5. When somebody achieves a high award like a Monster Kill, they want to be noticed. Why not open a small window on the top left corner of every player's window (in network games) and show the player who achieved the high award be seen doing an atomatic taunt animation.
Finally, I conclude, in vehicle based worlds, please make a hugh aircraft that can man road vehicles like the manta, scorpion and allow a designated player to deliver them to players whenever the vehicles get destroyed either by dropping it down or spawning it to them. Unreal will always Rock!
Now listen here Epic Megagames, we've waited 2 series (UT2003 UT2004) for you guys to get this right but now listen to what we want. Before we get any further, UT2003 and UT2004 both rocked... now let's continue.
The feeling of being in a virtual battle zone is ultimately matched by the way your moments around an arena and the way objects relate to you. Let us begin by your moments by taking an example of a game. One of Theif 3: Deadly Shadows' key to success was to really place players to actually feel like they are stealth theifs. This is because a player could actually move the mouse and see his own arms legs but not head ofcourse, and this makes perfect sense. Imagine Unreal in the same environment:
1. You can actually see your arms extending to the gun you are holding and your fingers holding the trigger.
2. Movements to the side would be accompained by the exact movements of a personal strafing to the side. That is camera movement is toggled up and down, and one should see shoulder movement too. Turning ofcourse, would require the whole body to turn and the feet to possesse the same lifting animation as a human being.
3. WE WANT TO HAVE THE SCREEN ROTATE WHEN WE DO A WALL JUMP OR SUMMERSAULT!!! Like the Unreal Tournament Matrix Mutator that shoes you a revolution at least. But from you Epic, we want except character movements to be portrayed with except monitor movements!!
4. A stand still position would have a slight inhale/exhale movement. You see, in all past UT series, the gun alone moved. We need the whole 'map' to move as if when we inhale our head moves slightly upwards, followed by an exhale, slightly downwards. Try it.
5. Inhale and exhale sounds please!!!
Notice that Unreal Tournament has a hand extended when you select the minigun... the reason why Epic could not do that in UT2003 is because many players have different skins. Moreover, graphics and memory were probably a problem too due to high detailed graphics for the gun shown in first person as opposed to the low detailed gun when viewing it lying on the ground. But we've overcome that Epic!! We are able to show astonishing graphics like the ones being portrayed in UT codename Envy.
So, let us see our bodies and dodge like the way your character dodges and give us the true feel of being in a deathmatch. Dammit, let us shoot our feet if we have to.
Now we go on to the game play. I begin by asking this question:
1. What prevents a person from walljumping many times? I suspect it's the code of only 2 jumps (doublejump) and 1 walljump being allowed by in all honesty, I feel that a person should walljump infinately times.
It combines cool manuvering tactics which helps you to shake off your adversaries.
2. Make the redeemer more robust. Fair and fine, the redeemer should be volatile but your primary weapen shouldn't end its reign of destruction just with one shot. It's disheartning to see your warhead dissapper with one shoot after you broke limb and heart to obtain it. Plus, it would be cool to see it go through a fierce battlefield and end all disputes by annihilating anything that moves.
3. Everything must be destructable. Take a hint from Red Faction. Coding must be so good that should it mean the tower in ONS-Torlan falling down then let it be after a lot of hits and actually pieces of the buildings being chipped off. Now that's what I call a battlefield.
4. More manuevers, like rolling from side to side, knocking a person with your gun etc.
5. When somebody achieves a high award like a Monster Kill, they want to be noticed. Why not open a small window on the top left corner of every player's window (in network games) and show the player who achieved the high award be seen doing an atomatic taunt animation.
Finally, I conclude, in vehicle based worlds, please make a hugh aircraft that can man road vehicles like the manta, scorpion and allow a designated player to deliver them to players whenever the vehicles get destroyed either by dropping it down or spawning it to them. Unreal will always Rock!