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Changed line(s) 6 (click to see context) from:
* CutSong: [[https://www.youtube.com/watch?v=HTXDOsTCr4c Room of Champions]] were never featured in any map or scene. The same is true, at least in the PC versions, of [[https://www.youtube.com/watch?v=tl0eDCEGXzM Organic]] and [[https://www.youtube.com/watch?v=ZPdi77Fs-KI Save Me (G-Mix)]].
to:
* CutSong: [[https://www.youtube.com/watch?v=HTXDOsTCr4c Room of Champions]] were never featured in any map or scene. The same is true, at least in the PC versions, of [[https://www.youtube.com/watch?v=tl0eDCEGXzM Organic]] and [[https://www.youtube.com/watch?v=ZPdi77Fs-KI Save Me (G-Mix)]].Organic]].
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That song in that version appears in CTF-Noxion16.
Changed line(s) 6 (click to see context) from:
* CutSong: [[https://www.youtube.com/watch?v=HTXDOsTCr4c Room of Champions]] and [[https://www.youtube.com/watch?v=ZPdi77Fs-KI Save Me (G-Mix)]] were never featured in any map or scene. The same is true, at least in the PC versions, of [[https://www.youtube.com/watch?v=tl0eDCEGXzM Organic]].
to:
* CutSong: [[https://www.youtube.com/watch?v=HTXDOsTCr4c Room of Champions]] and [[https://www.youtube.com/watch?v=ZPdi77Fs-KI Save Me (G-Mix)]] were never featured in any map or scene. The same is true, at least in the PC versions, of [[https://www.youtube.com/watch?v=tl0eDCEGXzM Organic]].Organic]] and [[https://www.youtube.com/watch?v=ZPdi77Fs-KI Save Me (G-Mix)]].
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* DuelingWorks: With ''VideoGame/QuakeIIIArena'', which came out two days after it. In the immediate sense ''UT'' won, scoring slightly higher in reviews and selling slightly better, but in the long-term ''Quake III'' was the real winner, being ''the'' go-to shooter for actual TournamentPlay, and while third-party use of their respective engines was about even, games based on the ''Quake III'' engine ultimately had more lasting influence on later games, particularly with the inception of ''VideoGame/CallOfDuty'' four years later.
to:
* DuelingWorks: With ''VideoGame/QuakeIIIArena'', which came out two days after it. In the immediate sense ''UT'' won, scoring slightly higher in reviews and selling slightly better, but in the long-term ''Quake III'' was the real winner, being ''the'' go-to shooter for actual TournamentPlay, and while third-party use of their respective engines was about even, even (and it took Creator/EpicGames two more iterations if their engine to truly dominate the market), games based on the ''Quake III'' engine ultimately had more lasting influence on later games, particularly with the inception of ''VideoGame/CallOfDuty'' four years later.
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* FanworkBan: In a very, ''very'' rare instance, not only was the development team[[note]]More specifically, Cliff Bleszinski and Brandon Reinhart[[/note]] against the [=ZeroPing=] mod for considering it unfair, but also coded the [=ngStats=] servers in such a way that it prevents stats from being taken from servers running it.
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* ThrowItIn: Lead animator James Green put a weapon slot on top of the Nali Cow just for kicks, but the rest of the team liked it. And that's how the Nali Cow made it into a playable character for the [[DownloadableContent Epic Bonus Pack]] and the ''[[UpdatedRerelease GOTY]]'' edition.
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Changed line(s) 5 (click to see context) from:
* BonusMaterial: The Dreamcast version of the game comes with two playable maps for the PC version: the DC version of "Barricade" for Deathmatch-based modes, and "Hood" for Domination.
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* BonusMaterial: The Dreamcast version of the game comes with a 19-track soundtrack, as well as two playable maps for the PC version: the DC version of "Barricade" for Deathmatch-based modes, and "Hood" for Domination.
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!! See also
* [[WhatCouldHaveBeen/{{Unreal}} What Could Have Been]]
----
* [[WhatCouldHaveBeen/{{Unreal}} What Could Have Been]]
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Deleted line(s) 9,19 (click to see context) :
* WhatCouldHaveBeen:
** The game was originally made to be just an expansion pack for ''VideoGame/{{Unreal|I}}'', but due to lots of changes to the netcode and the massive number of new maps, it had to be released as a standalone game.
** There was going to be a teamless Domination variant. There were also supposed to be versions of CTF and Domination that used all four teams, the former at least later being made into a mod.
** Many maps were changed from the beta to their actual states. Some minor instances are still visible in the maps' preview images, such as different textures on the Blue bases in CTF-Face and CTF-[=LavaGiant=], a missing cubby hole in DOM-Gearbolt, and metal slopes along the sides of a ramp in DM-Oblivion.
** The map [=DOM-MetalDream=] was originally going to be an Assault level, set in daylight. Several of the other Assault maps also originally had voiceovers explaining the objectives, with the ones still present in the files also indicating that the final objective for AS-Overlord is a combined version of two similar but separate objectives in an earlier version of the level.
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''Tactical Ops: Assault on Terror'', way before it became a standalone game on its own; it instead settled for [=ChaosUT=] and Rocket Arena.
** Instead of a remake, [=DM-Deck16][=] was going to be a sequel called [=DM-Deck17=]. This sequel, however, ended up appearing in ''VideoGame/UnrealTournament2004''.
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), an extra death sound for male characters that was used in an early demo, several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time), one pointing out when you assist someone with something (a system that isn't present in the released game), and one congratulating you on a "nice catch" (presumably meant to be for catching a dropped flag before it hit the ground or something to that effect).
** An early version of Xan's mugshot indicates he was originally supposed to be named "Bane". There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], that's supposed to be used for character models that don't have a defined separate mugshot, but in the unmodified game only shows up in an EasterEgg in DM-Codex.
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots (which it is still listed as needing in the manual), as well as originally having an overall gray skin rather than the released game's green, as can be seen in [[https://steamcdn-a.akamaihd.net/steam/apps/13240/0000003784.jpg?t=1447351268 one of the official screenshots]]. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle; later games would cut out the middleman and have a single Arena mutator that the player could decide which weapon they would be limited to.
** The PC version's maps DM-Conveyor and DM-Gothic were considered for both console versions, but were nixed. CTF-Command was considered for the Playstation 2 version as well.
** The game was originally made to be just an expansion pack for ''VideoGame/{{Unreal|I}}'', but due to lots of changes to the netcode and the massive number of new maps, it had to be released as a standalone game.
** There was going to be a teamless Domination variant. There were also supposed to be versions of CTF and Domination that used all four teams, the former at least later being made into a mod.
** Many maps were changed from the beta to their actual states. Some minor instances are still visible in the maps' preview images, such as different textures on the Blue bases in CTF-Face and CTF-[=LavaGiant=], a missing cubby hole in DOM-Gearbolt, and metal slopes along the sides of a ramp in DM-Oblivion.
** The map [=DOM-MetalDream=] was originally going to be an Assault level, set in daylight. Several of the other Assault maps also originally had voiceovers explaining the objectives, with the ones still present in the files also indicating that the final objective for AS-Overlord is a combined version of two similar but separate objectives in an earlier version of the level.
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''Tactical Ops: Assault on Terror'', way before it became a standalone game on its own; it instead settled for [=ChaosUT=] and Rocket Arena.
** Instead of a remake, [=DM-Deck16][=] was going to be a sequel called [=DM-Deck17=]. This sequel, however, ended up appearing in ''VideoGame/UnrealTournament2004''.
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), an extra death sound for male characters that was used in an early demo, several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time), one pointing out when you assist someone with something (a system that isn't present in the released game), and one congratulating you on a "nice catch" (presumably meant to be for catching a dropped flag before it hit the ground or something to that effect).
** An early version of Xan's mugshot indicates he was originally supposed to be named "Bane". There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], that's supposed to be used for character models that don't have a defined separate mugshot, but in the unmodified game only shows up in an EasterEgg in DM-Codex.
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots (which it is still listed as needing in the manual), as well as originally having an overall gray skin rather than the released game's green, as can be seen in [[https://steamcdn-a.akamaihd.net/steam/apps/13240/0000003784.jpg?t=1447351268 one of the official screenshots]]. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle; later games would cut out the middleman and have a single Arena mutator that the player could decide which weapon they would be limited to.
** The PC version's maps DM-Conveyor and DM-Gothic were considered for both console versions, but were nixed. CTF-Command was considered for the Playstation 2 version as well.
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Added DiffLines:
** The PC version's maps DM-Conveyor and DM-Gothic were considered for both console versions, but were nixed. CTF-Command was considered for the Playstation 2 version as well.
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Deleted line(s) 1,2 (click to see context) :
! [[center:[-[[Trivia/{{Unreal}} Main page]] | [[Trivia/UnrealI Unreal]] | [[Trivia/UnrealTournament Tournament]] | [[Trivia/UnrealIITheAwakening Unreal II]] | [[Trivia/UnrealChampionship Championship]] | [[Trivia/UnrealTournament2004 UT2004]] | [[Trivia/UnrealChampionship2TheLiandriConflict UC2:TLC]] | [[Trivia/UnrealTournamentIII UT3]] | [[Trivia/UnrealTournament4 UT4]] -]]]
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----
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* BonusMaterial: The Dreamcast version of the game comes with two playable maps for the PC version: the DC version of "Barricade" for Deathmatch-based modes, and "Hood" for Domination.
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! [[center:[-[[Trivia/{{Unreal}} Main page]] | [[Trivia/UnrealI Unreal]] | [[Trivia/UnrealTournament Tournament]] | [[Trivia/UnrealIITheAwakening Unreal II]] | [[Trivia/UnrealChampionship Championship]] | [[Trivia/UnrealTournament2004 UT2004]] | [[Trivia/UnrealChampionship2TheLiandriConflict UC2:TLC]] | [[Trivia/UnrealTournamentIII UT3]] | [[Trivia/UnrealTournament4 UT4]] -]]]
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Changed line(s) 17 (click to see context) from:
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots (which it is still listed as needing in the manual), as well as originally having an overall gray skin rather than the released game's green, as can be seen in [[https://steamcdn-a.akamaihd.net/steam/apps/13240/0000003784.jpg?t=1447351268 one of the official screenshots]]. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle; later games would cut out the middleman and have a single Arena mutator that the player could decide which weapon they would be limited to.
to:
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots (which it is still listed as needing in the manual), as well as originally having an overall gray skin rather than the released game's green, as can be seen in [[https://steamcdn-a.akamaihd.net/steam/apps/13240/0000003784.jpg?t=1447351268 one of the official screenshots]]. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle; later games would cut out the middleman and have a single Arena mutator that the player could decide which weapon they would be limited to.to.
----
* The game lends the trope image to the following tropes:
** ArmorMeterPoints (shared with ''VideoGame/UnrealTournamentIII'')
----
----
* The game lends the trope image to the following tropes:
** ArmorMeterPoints (shared with ''VideoGame/UnrealTournamentIII'')
----
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Changed line(s) 13 (click to see context) from:
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', way before it became a standalone game on its own; it instead settled for [=ChaosUT=] and Rocket Arena.
to:
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', ''Tactical Ops: Assault on Terror'', way before it became a standalone game on its own; it instead settled for [=ChaosUT=] and Rocket Arena.
Changed line(s) 17 (click to see context) from:
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle.
to:
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots.shots (which it is still listed as needing in the manual), as well as originally having an overall gray skin rather than the released game's green, as can be seen in [[https://steamcdn-a.akamaihd.net/steam/apps/13240/0000003784.jpg?t=1447351268 one of the official screenshots]]. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle.Rifle; later games would cut out the middleman and have a single Arena mutator that the player could decide which weapon they would be limited to.
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None
Changed line(s) 6 (click to see context) from:
* DuelingWorks: With ''VideoGame/QuakeIIIArena'', which came out two days after it. In the immediate sense ''UT'' won, scoring slightly higher in reviews and selling slightly better, but in the long-term ''Quake III'' was the real winner, being ''the'' go-to shooter for actual TournamentPlay and greater influence that follow-up games running on its engine and/or derived from mods for it had.
to:
* DuelingWorks: With ''VideoGame/QuakeIIIArena'', which came out two days after it. In the immediate sense ''UT'' won, scoring slightly higher in reviews and selling slightly better, but in the long-term ''Quake III'' was the real winner, being ''the'' go-to shooter for actual TournamentPlay TournamentPlay, and greater while third-party use of their respective engines was about even, games based on the ''Quake III'' engine ultimately had more lasting influence that follow-up games running on its engine and/or derived from mods for it had.later games, particularly with the inception of ''VideoGame/CallOfDuty'' four years later.
Changed line(s) 10,11 (click to see context) from:
** There was going to be a teamless Domination variant. There were also supposed to be versions of CTF and Domination that used all four teams
** Many maps were changed from the beta to their actual states.
** Many maps were changed from the beta to their actual states.
to:
** There was going to be a teamless Domination variant. There were also supposed to be versions of CTF and Domination that used all four teams
teams, the former at least later being made into a mod.
** Many maps were changed from the beta to their actual states. Some minor instances are still visible in the maps' preview images, such as different textures on the Blue bases in CTF-Face and CTF-[=LavaGiant=], a missing cubby hole in DOM-Gearbolt, and metal slopes along the sides of a ramp in DM-Oblivion.
** Many maps were changed from the beta to their actual states. Some minor instances are still visible in the maps' preview images, such as different textures on the Blue bases in CTF-Face and CTF-[=LavaGiant=], a missing cubby hole in DOM-Gearbolt, and metal slopes along the sides of a ramp in DM-Oblivion.
Changed line(s) 13 (click to see context) from:
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', way before it became a standalone game on its own.
to:
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', way before it became a standalone game on its own.own; it instead settled for [=ChaosUT=] and Rocket Arena.
Changed line(s) 15 (click to see context) from:
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), an extra death sound for male characters that was used in an early demo, several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time), one pointing out when you assist someone with something (a system that isn't present in the released game), and one congratulating you on a "nice catch" (presumably meant to be for catching a dropped flag before it hit the ground or something to that effect).
to:
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), an extra death sound for male characters that was used in an early demo, several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time), one pointing out when you assist someone with something (a system that isn't present in the released game), and one congratulating you on a "nice catch" (presumably meant to be for catching a dropped flag before it hit the ground or something to that effect).effect).
** An early version of Xan's mugshot indicates he was originally supposed to be named "Bane". There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], that's supposed to be used for character models that don't have a defined separate mugshot, but in the unmodified game only shows up in an EasterEgg in DM-Codex.
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle.
** An early version of Xan's mugshot indicates he was originally supposed to be named "Bane". There's also a "default" mugshot, a black and white picture of game designer [=CliffyB=], that's supposed to be used for character models that don't have a defined separate mugshot, but in the unmodified game only shows up in an EasterEgg in DM-Codex.
** Several of the weapons went through a few changes. In particular, the Enforcer was supposed to reload after every twenty shots like its inspiration, the original ''Unreal'' Automag, and the Pulse Gun was also supposed to have a reload after every fifty shots. The Ripper also had a different model in earlier versions, with the gun itself appearing like a more "squashed" version of its final model, and the blades themselves just looking like giant [=CDs=] before the much more intricate sawblade model used in the final game was created. Also, there was supposed to be a Minigun Arena mutator that replaced every weapon in the map with the Minigun, much like the existing mutators for the Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher and Sniper Rifle.
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None
Added line(s) 9 (click to see context) :
* DuelingWorks: With ''VideoGame/QuakeIIIArena'', which came out two days after it. In the immediate sense ''UT'' won, scoring slightly higher in reviews and selling slightly better, but in the long-term ''Quake III'' was the real winner, being ''the'' go-to shooter for actual TournamentPlay and greater influence that follow-up games running on its engine and/or derived from mods for it had.
Changed line(s) 9 (click to see context) from:
** There was going to be a teamless Domination variant.
to:
** There was going to be a teamless Domination variant. There were also supposed to be versions of CTF and Domination that used all four teams
Changed line(s) 14 (click to see context) from:
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time) and one pointing out when you assist someone with something (a system that isn't present in the released game).
to:
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), an extra death sound for male characters that was used in an early demo, several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time) and time), one pointing out when you assist someone with something (a system that isn't present in the released game).game), and one congratulating you on a "nice catch" (presumably meant to be for catching a dropped flag before it hit the ground or something to that effect).
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Changed line(s) 8 (click to see context) from:
** The game was originally made to be just an expansion pack for ''VideoGame/{{Unreal}}'', but due to the lots of changes to the netcode and massive number of new maps, it had to be released as a standalone game.
to:
** The game was originally made to be just an expansion pack for ''VideoGame/{{Unreal}}'', ''VideoGame/{{Unreal|I}}'', but due to the lots of changes to the netcode and the massive number of new maps, it had to be released as a standalone game.
Changed line(s) 11 (click to see context) from:
** The map [=DOM-MetalDream=] was originally going to be an Assault level, set in daylight.
to:
** The map [=DOM-MetalDream=] was originally going to be an Assault level, set in daylight. Several of the other Assault maps also originally had voiceovers explaining the objectives, with the ones still present in the files also indicating that the final objective for AS-Overlord is a combined version of two similar but separate objectives in an earlier version of the level.
Changed line(s) 13 (click to see context) from:
** Instead of a remake, [=DM-Deck16][=] was going to be a sequel called [=DM-Deck17=]. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.
to:
** Instead of a remake, [=DM-Deck16][=] was going to be a sequel called [=DM-Deck17=]. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.''VideoGame/UnrealTournament2004''.
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time) and one pointing out when you assist someone with something (a system that isn't present in the released game).
** Several unused voice lines, including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), several [[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a few unused announcer lines, including one for a "triple kill" (which was probably replaced by the "multi-kill" you do get for three kills in a short time) and one pointing out when you assist someone with something (a system that isn't present in the released game).
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Loque was in the retail (v400) ladder, but was removed.
Deleted line(s) 13 (click to see context) :
** Loque was set to appear in the original ladder, but was glitched and thus was removed. The GOTY Edition ladder added him back.
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None
Changed line(s) 14 (click to see context) from:
** Instead of a remake, [=DM-Deck16][=] was going to be a sequel called DM-Deck17. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.
to:
** Instead of a remake, [=DM-Deck16][=] was going to be a sequel called DM-Deck17.[=DM-Deck17=]. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.
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** Instead of a remake, DM-Deck16][ was going to be a sequel called DM-Deck17. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.
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** Instead of a remake, DM-Deck16][ [=DM-Deck16][=] was going to be a sequel called DM-Deck17. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.
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* [[BannedInChina Banned In Germany]]: This game is the only Unreal game banned in that country, to the point of being the only entry not included in that local edition of the [[CompilationRerelease anthology]]. And yet, it still manages to be very popular.
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* [[BannedInChina Banned In Germany]]: BannedInChina: This game is the only Unreal game banned in that country, Germany, to the point of being the only entry not included in that local edition of the [[CompilationRerelease anthology]]. And yet, it still manages to be very popular.popular.
* CutSong: [[https://www.youtube.com/watch?v=HTXDOsTCr4c Room of Champions]] and [[https://www.youtube.com/watch?v=ZPdi77Fs-KI Save Me (G-Mix)]] were never featured in any map or scene. The same is true, at least in the PC versions, of [[https://www.youtube.com/watch?v=tl0eDCEGXzM Organic]].
* CutSong: [[https://www.youtube.com/watch?v=HTXDOsTCr4c Room of Champions]] and [[https://www.youtube.com/watch?v=ZPdi77Fs-KI Save Me (G-Mix)]] were never featured in any map or scene. The same is true, at least in the PC versions, of [[https://www.youtube.com/watch?v=tl0eDCEGXzM Organic]].
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** Ice Weasel, one of the deathmatch ladder combatants, started as a customizable bot.
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** Loque was set to appear in the original ladder, but was glitched and thus was removed. The GOTY Edition ladder added him back.
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** Loque was set to appear in the original ladder, but was glitched and thus was removed. The GOTY Edition ladder added him back.back.
** Instead of a remake, DM-Deck16][ was going to be a sequel called DM-Deck17. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.
** Instead of a remake, DM-Deck16][ was going to be a sequel called DM-Deck17. This sequel, however, ended up appearing in '''VideoGame/UnrealTournament2004'''.
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** Loque was set to appear in the original ladder, but was glitched. The GOTY Edition ladder added him back.
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** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', way before it became a standalone game on its own.
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** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', way before it became a standalone game on its own.own.
** Loque was set to appear in the original ladder, but was glitched and thus was removed. The GOTY Edition ladder added him back.
** Loque was set to appear in the original ladder, but was glitched and thus was removed. The GOTY Edition ladder added him back.
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* DevelopmentGag:
** Drimacus as one of the default bots in the customizable bot list and Drimacus at the end of the Deathmatch ladder are two different characters, however, the latter has the appearance the former had in the early betas.
** Loque was set to appear in the original ladder, but was glitched. The GOTY Edition ladder added him back.
** Drimacus as one of the default bots in the customizable bot list and Drimacus at the end of the Deathmatch ladder are two different characters, however, the latter has the appearance the former had in the early betas.
** Loque was set to appear in the original ladder, but was glitched. The GOTY Edition ladder added him back.
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** The map [=DOM-MetalDream=] was originally going to be an Assault level, set in daylight.
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** The map [=DOM-MetalDream=] was originally going to be an Assault level, set in daylight.daylight.
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', way before it became a standalone game on its own.
** The GameOfTheYearEdition was meant to include an early, mod-like version of ''VideoGame/TacticalOpsAssaultOnTerror'', way before it became a standalone game on its own.
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** The game has a lot of stuff which didn't made the cut, such as a teamless Domination variant and a lot of maps cut from the retail version.
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** The game has a lot of stuff which didn't made the cut, such as There was going to be a teamless Domination variant and a lot of variant.
** Many mapscut were changed from the retail version.beta to their actual states.
** Many maps
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On second thought, this is unnecessary for the trope entry.
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** The game has a lot of stuff which didn't made the cut, such as a teamless Domination variant and a lot of maps cut from the retail version. However, due to the betas' leaking, several members of the community worked to rescue several of the beta levels. The result? The [[http://forums.beyondunreal.com/showthread.php?t=191781 Forgotten Classics Bonus Pack]]. In its actual state, with said pack there're a second Tutorial map, an extension of the Liandri map and a BIG mashup of both Liandri parts into a single level for 64 players, among other stuff.
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** The game has a lot of stuff which didn't made the cut, such as a teamless Domination variant and a lot of maps cut from the retail version. However, due to the betas' leaking, several members of the community worked to rescue several of the beta levels. The result? The [[http://forums.beyondunreal.com/showthread.php?t=191781 Forgotten Classics Bonus Pack]]. In its actual state, with said pack there're a second Tutorial map, an extension of the Liandri map and a BIG mashup of both Liandri parts into a single level for 64 players, among other stuff.
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** The game was considered to be just a mod for VideoGame/{{Unreal}}, but due to the lots of changes to the netcode, it had to be released as a standalone game.
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** The game was considered originally made to be just a mod an expansion pack for VideoGame/{{Unreal}}, ''VideoGame/{{Unreal}}'', but due to the lots of changes to the netcode, netcode and massive number of new maps, it had to be released as a standalone game.
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** The map [=DOM-MetalDream=] was going to be an Assault level.
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** The map [=DOM-MetalDream=] was originally going to be an Assault level.level, set in daylight.
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Changed line(s) 4 (click to see context) from:
** The game was considered to be just a mod for Game/{{Unreal}}, but due to the lots of changes to the netcode, it had to be released as a standalone game.
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** The game was considered to be just a mod for Game/{{Unreal}}, VideoGame/{{Unreal}}, but due to the lots of changes to the netcode, it had to be released as a standalone game.
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* UrbanLegendOfZelda: No. There's no Redeemer, there's nothing on top of the red mountain, no anti-gravity boots and no secret rooms in [=CTF-EternalCave=].
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** The map DOM-MetalDream was considered to be an Assault level.
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** The map DOM-MetalDream [=DOM-MetalDream=] was considered going to be an Assault level.
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** The map DOM-MetalDream was considered to be an Assault level.