MULTIPLAYER: Average (overall)
The multiplayer portion of the UT2003 demo includes 3 gameplay types. While they can be played in "Instant
Action" singleplayer mode, the modes will be covered here instead (since most ppl are interested in how fun
the game is to play online). As multiplayer is most often done over a network the network code also must be addressed
in this section.
Deathmatch/Team Deathmatch: Average
Considering DM/TDM has been around for so long, this is essentially the latest incarnation and does pretty much
the same as every regular version of DM before it....therefore an "Average" rating.
Capture the Flag: Average
While CTF has not been around as long as DM, the basic method of gameplay has not changed or been improved upon
in this version either...therefore an "Average" rating.
My personal note (PLEA) for better CTF scoring: The scoring system STILL dumps EVERY point a player gets for
doing things into one big pile...making it IMPOSSIBLE to tell who did what. You got 100 "points"...great.
How did you get them? Did most of your points come from capping the flag? Did you get 100 individual kills? How
many of your points did you get for defending your flag? There is NO way to tell when every point is thrown into
one pile.
Do yourself a favor, download Weapons Factory UT ( [url]http://www.planetunreal.com/weaponsfactory/[/url] )
and check out the scoring system. Once you see how it breaks down the points you get into separate catagories for
different actions, you will NEVER want to see regular CTF scoring again. Better yet, take a quick look at the following
screenshots from the WFUT scoring screen... Picture 8,
Picture 9
& Picture
10
Frags, Flag Carrier (FC) Defends, Flag Carrier (FC) Kills, Defends (of your flag) and Caps are ALL sorted out so
you can tell EXACTLY who did what. Green highlighed numbers = highest score for that team in a catagory. Red highlighed
numbers = tie for highest score for that team in a catagory.
Bombing Run: Average
Bombing Run is sort of a cross between football and basketball with weapons thrown in. Strategy (and a bit of brute
force) is the name of the game in trying to get the "ball" to your opponents scoring ring. I understand
the forced respawn of everyone after a point has been scored (even thou it makes me feel like a Deja-Vu yo-yo being
dragged back to the spawn room). What I don't understand is why the respawn is not instantanious upon the scoring
event as opposed to the several second delay. The last few seconds just become a mini DM frag-fest...and just seems
unecessary to me.
I don't find BR to be an interesting enough type of a new gameplay that makes me believe it will become the
next "IT" of online gameplay mania. It's something new, and I'm sure it will get some early interest.
However, after the lack of long term followup interest in Assault and Domination as online gameplay types (at least
in as large numbers like DM and CTF) it will be interesting to see if ppl can be swayed by this new type of gameplay.
Don't forget, Assault is not in UT2003, and, Domination has reportedly been changed to Double Domination (not that
it was included in the demo). In my opinion, players will most likely return to their old standbys for the majority
of thier online play...thus, I give BR an "Average" rating.
Network Code: Average
When I originally was trying to play online, I had numberous problems actually getting thru to the master server.
However, the problem was solved and TONS of servers show up on the in game browser. The gameplay I enjoyed the
most was CTF on Citadel with the Instagib mutator. My initial ping to the server was 64. However, in game, my ping
bounced around a bit (one time went as high as 400+). It finally settled down around 130 or so. Not bad, but still
almost double what the in game browser showed. All in all the gameplay was decent, pretty much what I would expect
for an online game with that ping...thus the "Average" rating.