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About : Unreal Tournament - Mods & Resources by the UT Modding Community


Some interesting game types:


Teams compete to control various control points to earn points and win the map. This is an under-appreciated game type which is almost dead as of January 2007 but combines a good deal of DeathMatch skill and map control.


Assault is also considered an under-appreciated game type in Unreal Tournament. It is also the most complex and requires the most teamplay, causing many people not to take the time to learn it although many players claim they enjoy the offline play. This game type is still extremely popular within dedicated circles and it is VERY hard to find space to play on any populated servers. This game type is played with two opposing teams, one assaulting a "base" and the other defending it. The map is set up with a number of objectives which the attacking team must complete such as destroying something, entering an area, triggering a button, et cetera. The team who first attacks then defends, and attempts to defend for the entire time they attacked. if they can accomplish this, they win the map. If the team defending first assaults the base faster than the other team, they win the map. If both teams defend for the maximum amount of time the map is a tie. The Assault map Overlord, a recreation of the D-Day invasion of Normandy during World War II is credited as having brought many players to Assault, as well as the Unreal Tournament game itself. Assault maps are different than other maps because they allow for hammer jumping, launching other teammates with rocket launchers or impact hammers, and they have much different means of map control. In a DeathMatch map one wants to control the powerups such as shield belt, body armor and health keg. In Assault, although these are very important as well, players try to control the objectives.

Assault requires the most teamwork in Unreal Tournament. Players must have well-coordinated defense and offense and oftentimes teamplay outweighs mere killing power. Assault is the only game type where launching is heavily used, although it is used occasionally in Capture The Flag.

Some cool weapons:

Impact Hammer: Assuming no mutators are in use, the player always spawns with this melee weapon, which is essentially a large pneumatic piston. The primary fire button charges the piston for a stronger thrust, often resulting in a shower of gibs if it hits. Primary Fire can also be used to rocket jump, with appropriate self-inflicted damage resulting. The Secondary Fire button makes the piston fire once every second or so. It also has the potential of deflecting oncoming projectiles. The Impact Hammer makes a distinctive noise and is easier to hear approaching.

Chainsaw: A simple chainsaw. Primary fire holds the chainsaw out in front (like in Doom). Secondary fire swings the chainsaw, and if it connects, causes a headshot no matter where it hits. The chainsaw is not present in any of the standard maps but is available through the "chainsaw melee" (chainsaw replaces impact hammer in the starting weapon set) and "chainsaw arena" (chainsaws only) mutators. If the pickup is placed in a custom map then when it is picked up the player gets the message "It's been five years since I've seen one of these.", presumably a reference to the chainsaw in Doom.

Shock Rifle: One of Unreal Tournament's most distinctive weapons, the Shock Rifle, fires an instant hit laser beam with its primary fire. Secondary fire unleashes a plasma globe which has a larger size, but a finite speed. This globe can be shot with a primary fire blast to produce a powerful shockwave; this is called a "shock combo". Both globe and beam impart a lot of momentum when they hit, making this weapon ideal for blasting enemies off of ledges or into pits. The shock rifle is the preferred weapon for experts at the game.

Flak Cannon: Similar to a shotgun, but far more powerful, the flak cannon is a squat, huge-bore weapon which fires a burst of glowing, molten metal shards. It causes tremendous damage at close range, but its effectiveness drops off rapidly with distance. These shards will bounce off of any surface, which can enable players to hit other players around corners. The shards cool after about a second, losing their lethality. However, stepping on cooled but still existent shards will slightly damage players. The alternate fire ejects the entire flak shell instead of smashing it, which flies through the air and disintegrates on impact into a burst of shards. Should the player be on the receiving edge of one of these alternate fire flak shells, looking at it as it approaches, the player can see a smiley face drawn on it.

Redeemer: A miniaturized nuclear warhead and launcher. The Redeemer's missile causes a gigantic explosion, the shockwave of which vaporizes players instantly. Primary fire sends the missile out unguided, but secondary fire allows the player to steer the missile via a nose camera. The player can detonate the missile either by pressing the button again, or by crashing it into something or someone. Unfortunately, the missile can be shot down without detonating it. Also, although the player is able to move while guiding the rocket, they cannot see what they are doing, making them an easy target. If the wielder is killed while guiding the rocket, it will be destroyed without detonating. If detonated at too close range, the redeemer will also kill the player, which is especially a problem in secondary mode if either trying to fire from a concealed location, or when tracking an enemy or group of enemies that end up getting too close to the player. The redeemer has a maximum ammo count of only two shots.


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