History VideoGame / UnrealTournament2004

22nd Aug '17 9:26:40 PM Kadorhal
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* '''Assault'''(*) is brought back from ''Unreal Tournament'', after its unfortunate removal from ''2003''. It pits two teams in a two-round match. For the first round, the Red team attacks and must complete the objectives within a set time limit, while the Blue team must prevent this by defending the objectives. After the first round ends, the teams are switched, Blue attacking and Red defending; Blue's goal in this round is to either complete the objectives faster than Red did (if they completed them all in the first round), or, if they successfully defended during the first round, simply completing more objectives than Red managed.
* '''Onslaught'''(*) pits two teams in massive battlefields with vehicles. Each team has a base, and within the base there is a Power Core. The Power Cores are connected to each other by way of a network of Power Nodes, which are only available for capture or destruction when connected to a friendly Node or Core. The objective of the game, thus, is to connect their Power Core to the enemy one by taking control of these nodes, and destroying it. Power Cores can only be damaged and not repaired, but Power Nodes can be built, destroyed and repaired.
* '''Vehicle CTF'''(*) is a [[DummiedOut semi-hidden game mode]]: it's available in the game from the beginning, but it has no official maps released, thus is not played in the singleplayer Tournament. It is essentially regular Capture the Flag with one addition: vehicles. Only ground-based vehicles can carry the flag.

to:

* '''Assault'''(*) is brought back from ''Unreal Tournament'', after its unfortunate removal from ''2003''. It pits two teams in a two-round match. For the first round, the Red team attacks and must complete the objectives within a set time limit, while the Blue team must prevent this by defending defend the objectives. After the first round ends, the teams are switched, Blue attacking and Red defending; Blue's goal in this round is to either complete the objectives faster than Red did (if they completed them all in the first round), or, if they successfully defended during the first round, did, or to simply completing complete more objectives than Red managed.
* '''Onslaught'''(*) pits two teams in massive battlefields with vehicles. Each team has a base, and within the base there is a Power Core. The Power Cores are connected to each other by way of a network of Power Nodes, which are can be built (and destroyed) only available for capture or destruction when connected linked to a the friendly Node Core, either directly or Core.through other Nodes earlier in the link. The objective of the game, thus, is to connect their Power Core to the enemy one by taking control of these nodes, and destroying it. Power Cores can only be damaged and not repaired, but Power Nodes can be built, destroyed and repaired.
* '''Vehicle CTF'''(*) is a [[DummiedOut semi-hidden game mode]]: it's available in the game from the beginning, but it has no official maps released, thus is not played in the singleplayer Tournament. Tournament and can only be played in instant action or multiplayer if you have [[GameMod custom maps]] for it. It is essentially plays identically to regular Capture the Flag with one addition: exception: vehicles. Only ground-based vehicles can carry the flag.



** ''VideoGame/UnrealTournament'': [=CTF-December=] and [=CTF-January=] are inspired by [=CTF-November=]; [=CTF-Face3=] is inspired in [=CTF-Face=], while [=CTF-FaceClassic=] is a direct recreation of it with better graphics; [=CTF-Orbital2=] is the sequel to [=CTF-Orbital=]; [=DM-DE-Osiris2=] is the sequel to the UT [=PS2/=]DC map [=DOM-Osiris=]; [=DM-Flux2=] is inspired by (though not the same as) UT [=PS2/=]DC map [=DM-Flux=]; [=DM-HyperBlast2=] is a direct recreation with some changes of [=DM-HyperBlast=]; [=DM-Morpheus3=] and [=DM-Plunge=] are both inspired by [=DM-Morpheus=] and finally [=DM-Phobos2=] is a sequel to [=DM-Phobos=].

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** ''VideoGame/UnrealTournament'': [=CTF-December=] and [=CTF-January=] are inspired by [=CTF-November=]; [=CTF-Face3=] is inspired in by [=CTF-Face=], while [=CTF-FaceClassic=] is a direct recreation of it with better graphics; [=CTF-Orbital2=] is the sequel to [=CTF-Orbital=]; [=DM-DE-Osiris2=] is the sequel to the UT [=PS2/=]DC map [=DOM-Osiris=]; [=DM-Flux2=] is inspired by (though not the same as) UT [=PS2/=]DC map [=DM-Flux=]; [=DM-HyperBlast2=] is a direct recreation with some changes of [=DM-HyperBlast=]; [=DM-Morpheus3=] and [=DM-Plunge=] are both inspired by [=DM-Morpheus=] [=DM-Morpheus=]; and finally [=DM-Phobos2=] is a sequel to [=DM-Phobos=].
21st Aug '17 10:47:59 AM Kadorhal
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The game is considered by the development team as the "full" version of ''Unreal Tournament 2003''. It contains the content of this game plus five new weapons (the Mine Layer, the GrenadeLauncher, the Anti-Vehicle Rocket Launcher or [[FunWithAcronyms AVRiL]], the SniperRifle and the [[DeathFromAbove Target Painter]]) for an impressive 17-weapon count, four new gamemodes, 35 new characters -with six more added by way of the ECE Bonus Pack- and four new teams, and at least 54 new maps, with 15 more maps being added via Bonus Packs.

to:

The game is considered by the development team as the "full" version of ''Unreal Tournament 2003''. 2003'' and its concurrent UsefulNotes/{{Xbox}} version, ''Unreal Championship'', which were an attempt at updating the classic ''UT'' formula for the [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames next generation]]. It contains all the content of this game ''2003'', plus five new weapons (the Mine Layer, the GrenadeLauncher, the Anti-Vehicle Rocket Launcher or [[FunWithAcronyms AVRiL]], the SniperRifle and the [[DeathFromAbove Target Painter]]) for an impressive 17-weapon count, four new gamemodes, 35 new characters -with - with six more added by way of the ECE Bonus Pack- Pack - and four new teams, and at least 54 new maps, with 15 more maps being added via Bonus Packs.



* '''Deathmatch''' pits a bunch of players playing against each other until there's one winner: the player with the highest amount of frags.
* '''Team Deatcmatch''' is the team-based version of Deathmatch, and unlike ''UT'', only two teams compete for the highest amount of frags.

to:

* '''Deathmatch''' pits a bunch of players playing against each other until there's one winner: the player with the highest amount of frags.
* '''Team Deatcmatch''' Deathmatch''' is the team-based version of Deathmatch, and unlike Deathmatch. Unlike the original ''UT'', at maximum only two teams compete for the highest amount of frags.are competing.



* '''Bombing Run''' is the game's version of AssociationFootball: two teams, each with a base and a goal on it. There's also a ball which the teams must get to the enemy base and shoot at the goal, or enter to it with the ball.
* '''Double Domination''' is a limited version of ''UT''[='=]s Domination, It has two teams competing for the control of two areas of the map which they must retain for some seconds in order to score points.
* '''Invasion''' has all players forming a single team and resisting wave after wave of ''[[VideoGame/UnrealI Unreal]]'' monsters until one of the factions (either the players or the monsters) is eradicated.

to:

* '''Bombing Run''' is the game's version of AssociationFootball: two teams, each with a base and a goal on it. There's also a ball which the teams must get bring to the enemy base and shoot at base, scoring points for shooting the goal, or enter to it with ball through the ball.
goal or jumping through it themselves.
* '''Double Domination''' is a limited version of ''UT''[='=]s Domination, Domination. It has two teams competing for the control of two areas of the map which they must retain for some map, both teams scoring points every few seconds in order to score points.
depending on how many of the control points they own.
* '''Invasion''' has all players forming a single team and resisting wave after wave of ''[[VideoGame/UnrealI Unreal]]'' classic ''VideoGame/{{Unreal|I}}'' monsters until one of the factions (either the players or the monsters) is eradicated.



* '''Assault'''(*) is brought back from ''VideoGame/UnrealTournament''. It pits two teams, Attack and Defense, in a two-round match. The Attacking team must complete the objectives within a set time limit and the Defense team must prevent this. After the first round ends, the teams are switched, and the Blue team becomes the attacking team while the Red team becomes the defending team.
* '''Onslaught'''(*) pits two teams in massive battlefields with vehicles. Each team has a base, and within the base there is a Power Core. The Power Cores are connected to each other by way of a network of Power Nodes. The objective of the game, thus, is to connect the own Power Core with the enemy Power Core by taking control of these nodes, and destroy it. Power Nodes can be destroyed and repaired, but the Power Cores can only be destroyed.
* '''Vehicle [[CaptureTheFlag CTF]]'''(*) has no official maps released. It pits players in massive battlefields with vehicles and the objective is the same as regular CaptureTheFlag: get the enemy flag to your base and capture it.
* '''Instagib [[CaptureTheFlag CTF]]'''(*) was released with later patches and it's basically CaptureTheFlag with Instagib rifles and no items at all.

to:

* '''Assault'''(*) is brought back from ''VideoGame/UnrealTournament''. ''Unreal Tournament'', after its unfortunate removal from ''2003''. It pits two teams, Attack and Defense, teams in a two-round match. The Attacking For the first round, the Red team attacks and must complete the objectives within a set time limit and limit, while the Defense Blue team must prevent this. this by defending the objectives. After the first round ends, the teams are switched, and the Blue team becomes the attacking team while and Red defending; Blue's goal in this round is to either complete the objectives faster than Red team becomes did (if they completed them all in the defending team.
first round), or, if they successfully defended during the first round, simply completing more objectives than Red managed.
* '''Onslaught'''(*) pits two teams in massive battlefields with vehicles. Each team has a base, and within the base there is a Power Core. The Power Cores are connected to each other by way of a network of Power Nodes. Nodes, which are only available for capture or destruction when connected to a friendly Node or Core. The objective of the game, thus, is to connect the own their Power Core with to the enemy Power Core one by taking control of these nodes, and destroy destroying it. Power Nodes can be destroyed and repaired, but the Power Cores can only be destroyed.
damaged and not repaired, but Power Nodes can be built, destroyed and repaired.
* '''Vehicle [[CaptureTheFlag CTF]]'''(*) CTF'''(*) is a [[DummiedOut semi-hidden game mode]]: it's available in the game from the beginning, but it has no official maps released. released, thus is not played in the singleplayer Tournament. It pits players in massive battlefields is essentially regular Capture the Flag with one addition: vehicles. Only ground-based vehicles and can carry the objective is the same as regular CaptureTheFlag: get the enemy flag to your base and capture it.
flag.
* '''Instagib [[CaptureTheFlag CTF]]'''(*) CTF'''(*) was released with later patches and it's basically CaptureTheFlag Capture the Flag with no weapons or items, save for Instagib rifles and no items at all.
rifles.



* ConvectionSchmonvection: [=CTF-Magma=], [=DM-Inferno=], [=DOM-ScorchedEarth=]. Watch out when [[LethalLavaLand touching said lava]], but standing directly to the side of it grants ''no damage''.

to:

* ConvectionSchmonvection: [=CTF-Magma=], [=DM-Inferno=], [=DOM-ScorchedEarth=]. Watch out when [[LethalLavaLand touching said lava]], but standing directly to the side of it grants ''no damage''.no damage.



* DownInTheDumps: [[Series/ScrapheapChallenge AS-Junkyard]], DM-Junkyard and [[RuleOfThree DOM-Junkyard]]. Also DM-Rustatorium.

to:

* DownInTheDumps: The Assault, Deathmatch, and [[RuleOfThree Domination]] versions of [[Series/ScrapheapChallenge AS-Junkyard]], DM-Junkyard and [[RuleOfThree DOM-Junkyard]].Junkyard]]. Also DM-Rustatorium.



* JokeItem: One of the drivable vehicles is an insanely slow toilet on wheels.



* InVehicleInvulnerability: The Leviathan, Goliath, Hellbender and Raptor will protect your health from enemy fire no matter what, and, in Assault, you get ejected from your vehicle if it explodes.
* [[JokeWeapon Joke Vehicle]]: The [[ToiletHumor TC-1200]], a toilet on wheels, with all the armaments, defenses and maneuverability that implies (that is, next to none). Semi-popular for kart-racing servers.

to:

* InVehicleInvulnerability: The Leviathan, Goliath, Hellbender and Raptor will protect your health from enemy fire no matter what, and, in Assault, you get ejected from your vehicle if it explodes.
when it's destroyed rather than going up with it.
* [[JokeWeapon Joke Vehicle]]: JokeItem: The [[ToiletHumor TC-1200]], a toilet on wheels, with all the armaments, defenses and maneuverability that implies (that is, next to none). Semi-popular for kart-racing servers.



** [=AVRiL=]s locked onto a target automatically adjust their flight trajectory to lead the target and score a mid-air interception instead of simply chasing it like ordinary homing weaponry in the game. To this end, they are ''highly'' maneuverable; dodging a locked [=AVRiL=] requires a WronskiFeint, a Cicada's flare or breaking the lock somehow[[note]]breaking line of sight, killing the shooter or jumping out of the vehicle as [=AVRiL=]s won't lock onto unmanned vehicles[[/note]]. [[HighSpeedMissileDodge Anything else]] and you run the risk of the missile [[OhCrap pulling a 180° turn and coming back for another pass]].

to:

** [=AVRiL=]s locked onto a target automatically adjust their flight trajectory to lead the target and score a mid-air interception instead of simply chasing it like ordinary homing weaponry in the game. To this end, they are ''highly'' maneuverable; dodging a locked [=AVRiL=] requires a WronskiFeint, a Cicada's flare or breaking the lock somehow[[note]]breaking line of sight, killing the shooter shooter, or jumping out of the vehicle as [=AVRiL=]s won't lock onto unmanned vehicles[[/note]]. [[HighSpeedMissileDodge Anything else]] and you run the risk of the missile [[OhCrap pulling a 180° turn and coming back for another pass]].



** The ''Shock Rifle'' remains unchanged. The primary fire is a laser, while the secondary fire is an EnergyBall. Shoot that energy ball with the laser.

to:

** The ''Shock Rifle'' remains unchanged. The primary fire is a laser, while the secondary fire is an EnergyBall. Shoot that energy ball EnergyBall; as in the previous game, the secondary fire can be shot with the laser.primary to release a massive explosion that's all but guaranteed death to anyone caught within it.
15th Jul '17 7:38:38 AM SeptimusHeap
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** The ''Shock Rifle'' remains unchanged. The primary fire is a laser, while the secondary fire is an EnergyBall. Shoot that energy ball with the laser ForMassiveDamage.

to:

** The ''Shock Rifle'' remains unchanged. The primary fire is a laser, while the secondary fire is an EnergyBall. Shoot that energy ball with the laser ForMassiveDamage.laser.
12th Jul '17 7:55:39 AM AM_NK
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The game is considered by the development team as the "full" version of ''Unreal Tournament 2003''. It contains the content of this game plus five new weapons (the Mine Layer, the Grenade Launcher, the Anti-Vehicle Rocket Launcher or [[FunWithAcronyms AVRiL]], the SniperRifle and the Target Painter) for an impressive 17-weapon count, four new gamemodes, 35 new characters -with six more added by way of the ECE Bonus Pack- and four new teams, and at least 54 new maps, with 15 more maps being added via Bonus Packs.

The game has the same gametype lineup as ''2003'' ('''Deathmatch''', '''Team Deathmatch''', '''CaptureTheFlag''', '''Bombing Run''', '''Double Domination''', '''Invasion''', '''Mutant''' and '''Last Man Standing''') but also adds four new modes:
* '''Assault''' is brought back from ''VideoGame/UnrealTournament''. It pits two teams, Attack and Defense, in a two-round match. The Attacking team must complete the objectives within a set time limit and the Defense team must prevent this. After the first round ends, the teams are switched, and the Blue team becomes the attacking team while the Red team becomes the defending team.
* '''Onslaught''' pits two teams in massive battlefields with vehicles. Each team has a base, and within the base there is a Power Core. The Power Cores are connected to each other by way of a network of Power Nodes. The objective of the game, thus, is to connect the own Power Core with the enemy Power Core by taking control of these nodes, and destroy it. Power Nodes can be destroyed and repaired, but the Power Cores can only be destroyed.
* '''Vehicle [[CaptureTheFlag CTF]]''' has no official maps released. It pits players in massive battlefields with vehicles and the objective is the same as regular CaptureTheFlag: get the enemy flag to your base and capture it.
* '''Instagib [[CaptureTheFlag CTF]]''' was released with later patches and it's basically CaptureTheFlag with Instagib rifles and no items at all.

to:

The game is considered by the development team as the "full" version of ''Unreal Tournament 2003''. It contains the content of this game plus five new weapons (the Mine Layer, the Grenade Launcher, GrenadeLauncher, the Anti-Vehicle Rocket Launcher or [[FunWithAcronyms AVRiL]], the SniperRifle and the [[DeathFromAbove Target Painter) Painter]]) for an impressive 17-weapon count, four new gamemodes, 35 new characters -with six more added by way of the ECE Bonus Pack- and four new teams, and at least 54 new maps, with 15 more maps being added via Bonus Packs.

The game has the same gametype lineup as ''2003'' ('''Deathmatch''', plus four new modes, marked with (*):
* '''Deathmatch''' pits a bunch of players playing against each other until there's one winner: the player with the highest amount of frags.
*
'''Team Deathmatch''', '''CaptureTheFlag''', Deatcmatch''' is the team-based version of Deathmatch, and unlike ''UT'', only two teams compete for the highest amount of frags.
* '''CaptureTheFlag''' pits two teams, each with their own base and flag, and the objective is to capture the enemy flag while preventing your team's from being captured.
*
'''Bombing Run''', Run''' is the game's version of AssociationFootball: two teams, each with a base and a goal on it. There's also a ball which the teams must get to the enemy base and shoot at the goal, or enter to it with the ball.
*
'''Double Domination''', '''Invasion''', Domination''' is a limited version of ''UT''[='=]s Domination, It has two teams competing for the control of two areas of the map which they must retain for some seconds in order to score points.
* '''Invasion''' has all players forming a single team and resisting wave after wave of ''[[VideoGame/UnrealI Unreal]]'' monsters until one of the factions (either the players or the monsters) is eradicated.
*
'''Mutant''' is a free-for-all mode where the first to frag becomes a mutant, gaining all of the Adrenaline abilities (sans [[RegeneratingHealth Regeneration/Booster]]) and the fully loaded set of default weapons (sans the [[{{BFG}} superweapons]]), plus gains extra points for frags. The other players must frag this mutant, the one who does this becomes the next mutant and so on.
*
'''Last Man Standing''') but also adds four new modes:
Standing''' is brought back from ''VideoGame/UnrealTournament''. It's a free-for-all game where each player has a set of lives and must deplete the other players' lives in order to win.
* '''Assault''' '''Assault'''(*) is brought back from ''VideoGame/UnrealTournament''. It pits two teams, Attack and Defense, in a two-round match. The Attacking team must complete the objectives within a set time limit and the Defense team must prevent this. After the first round ends, the teams are switched, and the Blue team becomes the attacking team while the Red team becomes the defending team.
* '''Onslaught''' '''Onslaught'''(*) pits two teams in massive battlefields with vehicles. Each team has a base, and within the base there is a Power Core. The Power Cores are connected to each other by way of a network of Power Nodes. The objective of the game, thus, is to connect the own Power Core with the enemy Power Core by taking control of these nodes, and destroy it. Power Nodes can be destroyed and repaired, but the Power Cores can only be destroyed.
* '''Vehicle [[CaptureTheFlag CTF]]''' CTF]]'''(*) has no official maps released. It pits players in massive battlefields with vehicles and the objective is the same as regular CaptureTheFlag: get the enemy flag to your base and capture it.
* '''Instagib [[CaptureTheFlag CTF]]''' CTF]]'''(*) was released with later patches and it's basically CaptureTheFlag with Instagib rifles and no items at all.
12th Jul '17 7:45:39 AM AM_NK
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Followed chronologically by '''VideoGame/UnrealChampionship2TheLiandriConflict''', and canonically by '''VideoGame/UnrealTournamentIII'''.

to:

Followed chronologically by '''VideoGame/UnrealChampionship2TheLiandriConflict''', ''VideoGame/UnrealChampionship2TheLiandriConflict'', and canonically by '''VideoGame/UnrealTournamentIII'''.''VideoGame/UnrealTournamentIII''.
12th Jul '17 7:44:57 AM AM_NK
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After the success of the first ''VideoGame/UnrealTournament'' game, EpicGames and Digital Extremes decided to milk their franchise with another entry, while Legend Entertainment was busy with ''VideoGame/UnrealIITheAwakening''.

Said entry was ''Unreal Tournament 2003'', an attempt to update the ''UT'' formula, with modified game mechanics, a new graphics engine and new game modes. Developed nearly concurrently was ''Unreal Championship'', the first ''Unreal'' game specifically made for a console, specifically the {{XBox}}; a GaidenGame in an AlternateUniverse AfterTheEnd setting. It was also notable for being the first console game which used patches to fix issues. Compared to ''[=UT2003=]'', which continues the previous game's storyline, ''Championship'' is placed in a [[AlternateContinuity different setting]] from the canonical ''Unreal'' universe, where the Overseers, an alien race, [[AfterTheEnd took over the Earth before the Humans could fight back]]. The Tournament still exists, but rather than "consensual murder", it is to make those who opposed the Empire fight each other as punishment.

''Unreal Tournament 2004'' is the "full" version of ''[=UT2003=]'', with new maps, far more options (including ones to emulate the gameplay of earlier games), even more gamemodes, further refined gameplay and engine, and all this along with almost everything ''[=UT2003=]'' had. Oh, and [[CarFu it had vehicles]]. It saw far greater acceptance than ''[=UT2003=]'' and is mostly thought of as a very worthy successor to the original UT; to this day it is still often considered the best game in the series.

Many found the "feel" and maps of ''UC'' and ''[=UT2003=]'' inferior to ''Unreal Tournament'', and, with the release of ''[=UT2004=]'', ''UC'' had officially entered into CanonDiscontinuity. Coincidentally, both ''UC'' and ''[=UT2003=]'' came out around the same time as ''Unreal II''.

to:

After the success of the first ''VideoGame/UnrealTournament'' game, EpicGames and Digital Extremes decided to milk their franchise with another entry, while Legend Entertainment was busy with ''VideoGame/UnrealIITheAwakening''.

Said entry was ''Unreal Tournament 2003'', an attempt to update the ''UT'' formula, with modified game mechanics, a new graphics engine and new game modes. Developed nearly concurrently was ''Unreal Championship'', the first ''Unreal'' game specifically made for a console, specifically the {{XBox}}; a GaidenGame in an AlternateUniverse AfterTheEnd setting. It was also notable for being the first console game which used patches to fix issues. Compared to ''[=UT2003=]'', which continues the previous game's storyline, ''Championship'' is placed in a [[AlternateContinuity different setting]] from the canonical ''Unreal'' universe, where the Overseers, an alien race, [[AfterTheEnd took over the Earth before the Humans could fight back]]. The Tournament still exists, but rather than "consensual murder", it is to make those who opposed the Empire fight each other as punishment.

''Unreal Tournament 2004'' is a multiplayer-based FirstPersonShooter videogame co-developed by Creator/EpicGames, Creator/DigitalExtremes, Creator/StreamlineStudios and Creator/{{Psyonix}} and released in 2004 for the [[IBMPersonalComputer PC]].

The game is considered by the development team as
the "full" version of ''[=UT2003=]'', with ''Unreal Tournament 2003''. It contains the content of this game plus five new maps, far more options (including ones to emulate weapons (the Mine Layer, the gameplay of earlier games), even more Grenade Launcher, the Anti-Vehicle Rocket Launcher or [[FunWithAcronyms AVRiL]], the SniperRifle and the Target Painter) for an impressive 17-weapon count, four new gamemodes, further refined gameplay 35 new characters -with six more added by way of the ECE Bonus Pack- and engine, four new teams, and all this along at least 54 new maps, with almost everything ''[=UT2003=]'' had. Oh, 15 more maps being added via Bonus Packs.

The game has the same gametype lineup as ''2003'' ('''Deathmatch''', '''Team Deathmatch''', '''CaptureTheFlag''', '''Bombing Run''', '''Double Domination''', '''Invasion''', '''Mutant'''
and [[CarFu it '''Last Man Standing''') but also adds four new modes:
* '''Assault''' is brought back from ''VideoGame/UnrealTournament''. It pits two teams, Attack and Defense, in a two-round match. The Attacking team must complete the objectives within a set time limit and the Defense team must prevent this. After the first round ends, the teams are switched, and the Blue team becomes the attacking team while the Red team becomes the defending team.
* '''Onslaught''' pits two teams in massive battlefields with vehicles. Each team has a base, and within the base there is a Power Core. The Power Cores are connected to each other by way of a network of Power Nodes. The objective of the game, thus, is to connect the own Power Core with the enemy Power Core by taking control of these nodes, and destroy it. Power Nodes can be destroyed and repaired, but the Power Cores can only be destroyed.
* '''Vehicle [[CaptureTheFlag CTF]]''' has no official maps released. It pits players in massive battlefields with vehicles and the objective is the same as regular CaptureTheFlag: get the enemy flag to your base and capture it.
* '''Instagib [[CaptureTheFlag CTF]]''' was released with later patches and it's basically CaptureTheFlag with Instagib rifles and no items at all.

The game
had vehicles]]. It three bonus packs: the "[[UsefulNotes/MicrosoftWindows XP]] Bonus Maps" (comprised of two maps later available for everyone), the "ECE Bonus Pack" (with the exclusive content of the [[UpdatedRerelease Editor's Choice Edition]] of the game, sans the included mods) and the "Bonus Pack 2" (a bunch of [[AscendedFanfic canonized]] OfficialFanSubmittedContent comprised of Make Something Unreal Contest winners).

The game
saw far greater acceptance than ''[=UT2003=]'' and is mostly thought of as a very worthy successor to the original UT; to this day it is still often considered the best game in the series.

Many found the "feel" and maps of ''UC'' and ''[=UT2003=]'' inferior to ''Unreal Tournament'', and, with the release of ''[=UT2004=]'', ''UC'' had officially entered into CanonDiscontinuity. Coincidentally, both ''UC'' and ''[=UT2003=]'' came out around the same time as ''Unreal II''.
UT.
21st Jun '17 8:01:06 PM Kadorhal
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* GameMod: The main bread and butter of the game to the point that the game seems to be only a framework to load a lots of mods with. Mods ranging from custom characters, custom maps, custom mutator script (that is so powerful that it can even load completely new weapons, vehicles, and gameplay mechanics such as [[http://www.moddb.com/games/unreal-tournament-2004/addons/td-warfare-vehicle-pack TD Warfare Vehicle pack]] and [[http://www.runestorm.com/ballistic Ballistic]] [[Videogame/BallisticWeapons Weapons]]), and even whole new games such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel]] (which [[GenreShift isn't even an FPS]]}, and ''Videogame/KillingFloor'', which later became standalone.

to:

* GameMod: The main bread and butter of the game to the point that the game seems to be only a framework to load a lots of mods with. Mods ranging from custom characters, custom maps, custom mutator script (that is so powerful that it can even load completely new weapons, vehicles, and gameplay mechanics such as [[http://www.moddb.com/games/unreal-tournament-2004/addons/td-warfare-vehicle-pack TD Warfare Vehicle pack]] and [[http://www.runestorm.com/ballistic Ballistic]] [[Videogame/BallisticWeapons Weapons]]), and even whole new games such as [[http://www.moddb.com/mods/fragops Frag Ops]], Ops]] and [[http://www.moddb.com/mods/unwheel Unwheel]] (which [[GenreShift isn't even an FPS]]}, and ''Videogame/KillingFloor'', FPS]]), alongside many which later became standalone.standalone, including ''VideoGame/RedOrchestra'', ''VideoGame/KillingFloor'' (published by the same guys behind ''RO''), and ''VideoGame/AlienSwarm'' (converted to the [[VideoGame/HalfLife2 Source engine]]), all of which have since seen sequels.
15th Jan '17 1:15:33 PM Kadorhal
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* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a ''planet'' made up of this sort of scenery.

to:

* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a an entire ''planet'' [[SingleBiomePlanet made up of this sort of scenery.scenery]].



* HazardousWater: [=AS-Glacier=], (except the first area) [=BR-Canyon=], [=CTF-DoubleDammage=], (only the part without any buildings) [=DM-IceTomb=].

to:

* HazardousWater: [=AS-Glacier=], [=AS-Glacier=] (except the first area) area), [=BR-Canyon=], [=CTF-DoubleDammage=], [=CTF-DoubleDammage=] (only the part without any buildings) buildings), [=DM-IceTomb=].



* LethalLavaLand: [=CTF-Magma=], [=DM-Deck17=], (more of a lava refinery rather than a lava land) [=DM-Inferno=] and [=DOM-ScorchedEarth=].

to:

* LethalLavaLand: [=CTF-Magma=], [=DM-Deck17=], [=DM-Deck17=] (more of a lava refinery rather than a lava land) land), [=DM-Inferno=] and [=DOM-ScorchedEarth=].



** [=AS-Convoy=] has the attackers stealing two prototype Nexus missiles from a cargo vehicle.

to:

** [=AS-Convoy=] has the attackers stealing recovering two prototype Nexus missiles from a cargo vehicle.



* NoOSHACompliance: Lampshaded in a lot of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories involved due to unsafe working conditions]], and then repurposed the facilities into arenas for the tournament.

to:

* NoOSHACompliance: Lampshaded in a lot of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories facilities involved due to unsafe working conditions]], and then repurposed the facilities into arenas for the tournament.tournament, with all the horrifically-unsafe parts left as an extra challenge.



** Arborea, home of the Gen Mo'kai, is another one of these. Every single map stated to be set on the planet is [[TheLostWoods a dense jungle of some variety]].



* WhoShotJFK: [=CTF-GrassyKnoll=].

to:

* WhoShotJFK: [=CTF-GrassyKnoll=].[=CTF-GrassyKnoll=] pokes fun at this.
15th Jan '17 2:26:24 AM Kadorhal
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* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a GhibliHills ''planet''.

to:

* GhibliHills: Arborea (house of [=CTF-LostFaith, DM-Antalus, DM-TokaraForest, DOM-Renascent and DOM-SeppukuGorge=] among other maps, and the home planet of the Gen Mo'Kai, including the Fire Storm team) is a GhibliHills ''planet''.''planet'' made up of this sort of scenery.



* HoldTheLine: Aside from the return of the Assault gametype, there's also the Invasion mode, where all the players in a map form a single team defending themselves against waves of monsters from the first Unreal game. As you may notice, the monsters grow more difficult every time: near the wave 5 there are Skaarjs, and in the wave 11, there are Warlords. The last wave is a [[ThisIsGonnaSuck Warlord-only wave]].

to:

* HoldTheLine: Aside from the return of the Assault gametype, there's also the Invasion mode, where all the players in a map form a single team defending themselves against waves of monsters from the first Unreal game. As you may notice, the monsters grow more difficult every time: near the fifth wave 5 there are Skaarjs, and in the wave 11, there are Warlords. The last wave is a [[ThisIsGonnaSuck Warlord-only wave]].



* NoOSHACompliance: Lampshaded in all of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories involved due to unsafe working conditions]], and then turned the facilities into Arenas.

to:

* NoOSHACompliance: Lampshaded in all a lot of the stages: it's stated Liandri [[RealityEnsues confiscated or shut down the factories involved due to unsafe working conditions]], and then turned repurposed the facilities into Arenas.arenas for the tournament.



* TeleporterAccident[=/=]TeleportationSickness: Translocaters have a few side effects, but none are shown [[StoryAndGameplaySegregation in-game.]]

to:

* TeleporterAccident[=/=]TeleportationSickness: Translocaters have Limitations on use of the Translocator (namely, a few side effects, but none slowly-recharging number of times you can teleport to the disc after placing it) are shown [[StoryAndGameplaySegregation in-game.]]explained away in this manner.



* WritersCannotDoMath: The reason why the description for CTF-January had to be patched. Previously, it stated that the previous reparation attempt before Liandri ordered the last one took place in 2358 and that it lasted three years, meaning that it would end in 2361. The game takes place in 2303. The patched description deletes the year and assures that the facility was finished two years beforehand.

to:

* WritersCannotDoMath: The reason why the description for CTF-January had to be patched. Previously, it stated that the previous reparation repair attempt before Liandri ordered the last one took place in 2358 and that it lasted three years, meaning that it would end in 2361. The game takes place in 2303. The patched description deletes the year and assures that the facility was finished two years beforehand.



* AncientEgypt: The Anubans. The Planets section of ''Championship'' reveals that a colony of egyptians were abducted and sent to a moon, where they managed to prosper and evolve, while the Egypt empire on Earth went into ruins. In ''Championship'', thanks to the species being different from each other, they have a great air control.

to:

* AncientEgypt: The Anubans. The Planets section of ''Championship'' reveals that a colony of egyptians Egyptians were abducted and sent to a moon, where they managed to prosper and evolve, while the Egypt Egyptian empire on Earth went into ruins. In ''Championship'', thanks to the species being different from each other, they have a great air control.



* BioAugmentation: The Juggernauts are all geneboosted humans. They're also (with the exception of Arclite) all career criminals.
* CharacterTiers: [[invoked]] The teams are divided by Weak, (Sun Blade, Super Nova and Goliath) Tough, (Blood Fist, Firestorm and Black Legion) Strong (Juggernauts, Iron Guard and Hellions) and Godlike (Iron Skull, Thunder Crash and The Corrupt) tiers. Those in the Weak tier are the ones you find in the Team Qualification Round, (this means that you won't fight against them in the Ladder) while those on the Godlike tier are the ones fighting to be the team you'll fight in the Finals.

to:

* BioAugmentation: The Juggernauts are all geneboosted humans. They're also (with the exception of Arclite) all career criminals.
criminals who were forced into it.
* CharacterTiers: [[invoked]] The teams are divided by Weak, Weak (Sun Blade, Super Nova and Goliath) Tough, Goliath), Tough (Blood Fist, Firestorm and Black Legion) Legion), Strong (Juggernauts, Iron Guard and Hellions) Hellions), and Godlike (Iron Skull, Thunder Crash and The Corrupt) tiers. Those in the Weak tier are the ones you find in the Team Qualification Round, round, (this means that you won't fight against them in the Ladder) Ladder proper, presuming they weren't good enough to qualify) while those on the Godlike tier are the ones fighting to be the team you'll fight in the Finals.



* CondemnedContestant: Around half of the competitors. Everyone else just likes murder!

to:

* CondemnedContestant: Around half of the competitors. Everyone else just likes murder!murder (and taking advantage of the fact that "consensual murder" is legal in these games).



* CoolMask: Romulus, Remus, Barktooth and Karag.

to:

* CoolMask: Romulus, Remus, Romulus and Remus wear matching half-face masks, Remus combining his with some kickin' shades. Barktooth and Karag.Karag get full-face variations.



** The Humans (teams Supernova, Iron Guard, Hellions and Thunder Crash) are THE JackOfAllStats, scoring 100% in every stat except in ''Championship'' where they have a starting health bonus (130 HP), removed in ''2004''.
** The Gen Mo'Kai (Fire Storm team) fit the FragileSpeedster archetype. They have bonuses for walking speed, acceleration, dodging, jump height and air control. As a tradeoff, they have the lowest starting health (80 HP), take more damage per hit, and have a damage dishing penalty. ''2004'' removes their damage dishing and starting health penalties, as well as the dodging and jump height bonuses, but increases their running speed alongside their damage taking, emphasizing the stereotype even more.
** On the other side are the Juggernauts (teams Juggernaut and Goliath), who fit the MightyGlacier archetype. They have THE biggest starting health bonus (190 HP) and damage taking bonus, but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them worse than the JackOfAllStats.
** The Anubans (Sun Blade team) are close to the JackOfAllStats, having penalties on starting health (85 HP), damage dishing, ground acceleration and ground dodging in exchange for an OBSCENE boost on Air Control (250% higher than your average character) and good air dodge and jump height bonuses. In ''2004'' they lose their penalties, gaining instead a penalty on damage taken and a running bonus, making them closer to the FragileSpeedster archetype with the best air control of the game.
** The Robots (teams The Corrupt and Blood Fist) are also closer to the JackOfAllStats, having instead penalties on crouching and walking speed while gaining starting health (130 HP), dodging and jump height bonuses. In ''2004'', they lose their starting health, dodging and jump height bonuses, gaining instead bonuses on acceleration, damage dishing and damage taking, making them closer to the GlassCannon archetype.
** Finally, the Nightmares (team Black Legion) have penalties on running speed, jump height and damage dishing, in exchange for bonuses on acceleration, crouching and walking speed, getting them closer to the FragileSpeedster archetype. In ''2004'' they only retain their damage dishing penalty, making them closer to JackOfAllStats.

to:

** The Humans (teams Supernova, Iron Guard, Hellions and Thunder Crash) are THE the JackOfAllStats, scoring 100% in every stat except and, in ''Championship'' where they have ''Championship'', getting a starting health bonus (130 HP), removed in ''2004''.
HP).
** The Gen Mo'Kai (Fire Storm team) fit the FragileSpeedster archetype. They have bonuses for walking movement speed, acceleration, dodging, jump height and air control. As a tradeoff, they have the lowest starting health (80 HP), take more damage per hit, and have a deal less damage dishing penalty. with their weapons. ''2004'' removes their penalties to health and damage dishing and starting health penalties, dealt, as well as the dodging and jump height bonuses, but increases their running speed alongside their the damage taking, taken, emphasizing the stereotype even more.
** On the other side are the Juggernauts (teams Juggernaut and Goliath), who fit the MightyGlacier archetype. They have THE ''the'' biggest starting health bonus (190 HP) and damage taking bonus, but they also have penalties on almost every other stat such as acceleration, air control, crouching speed, dodging, walking and jump height. In ''2004'' they lose the starting health bonus as well as the jump height penalty, but their acceleration is further penalized, making them worse than the JackOfAllStats.
jack-of-all-stats.
** The Anubans (Sun Blade team) are close to balanced the JackOfAllStats, same as humans, having penalties on starting health (85 HP), damage dishing, dealt, ground acceleration and ground dodging in exchange for an OBSCENE ''obscene'' boost on Air Control (250% higher than your average character) and good air dodge and jump height bonuses. In ''2004'' they lose their penalties, gaining instead a penalty on damage taken and a running bonus, making them closer to the FragileSpeedster archetype with the best air control of the game.
** The Robots (teams The Corrupt and Blood Fist) are also closer close to the JackOfAllStats, having balanced, instead having penalties on crouching and walking movement speed while gaining starting health (130 HP), dodging and jump height bonuses. In ''2004'', they lose their starting health, dodging and jump height bonuses, gaining instead have bonuses on acceleration, to acceleration and to damage dishing both dealt and damage taking, received, making them closer to the GlassCannon archetype.
** Finally, the Nightmares (team Black Legion) have penalties on running speed, jump height and damage dishing, dealt, in exchange for bonuses on acceleration, crouching and walking speed, getting them closer to the FragileSpeedster archetype. In ''2004'' they only retain their damage dishing penalty, penalty to damage, making them closer to JackOfAllStats.another close match for Humans.



* CutscenePowerToTheMax: Dominator, Malcolm, Gorge, and Xan in the SP intro of ''2004''. To recap: Dominator can stab an opponent with his WolverineClaws; Gorge can ram opponents before filling them full of lead; Malcolm's Assault Rifles can [[CherryTapping kill multiple people in about half a second]] (impossible ingame due to how weak the rifle is); and Xan has near-invincible armor, taking multiple ''rockets'' to the back with no apparent damage (actually kind of possible, if Xan had a mega shield and keg o' health).

to:

* CutscenePowerToTheMax: Dominator, Malcolm, Gorge, and Xan in the SP intro of ''2004''. To recap: Dominator can stab an opponent with his WolverineClaws; WolverineClaws (completely unusable in gameplay); Gorge can ram opponents to knock them down before filling them full of lead; lead (ramming is not a move in the game); Malcolm's Assault Rifles can [[CherryTapping kill multiple people in about half a second]] (impossible ingame in-game due to how weak the rifle is); and Xan has near-invincible armor, taking multiple ''rockets'' to the back with no apparent damage (actually kind of possible, if Xan had a mega shield and keg o' health) and killing enemies in one shot with his shock rifle (only possible if either the enemy is already down to about one-third health).



* DeathSeeker: Faraleth.

to:

* DeathSeeker: Faraleth.Faraleth, a Gen Mo'Kai healer who went mad over her inability to help her tribe against an ailment called the "crimson scourge".



* RagdollPhysics

to:

* RagdollPhysicsRagdollPhysics: Introduced to the series here. A mutator allows you to make this more apparent by slowing corpses down, floating through the air to be pushed around by weapons fire as their killer pleases.
14th Jan '17 11:44:14 PM Kadorhal
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It's subverted with the deployed Leviathan's first seat's primary fire, and with the Ion Tank's first seat's primary fire. They only require a single click, though they have a significant delay between the press action and the fire action, which could have been used as a ChargeAttack, hence the subversion.

to:

It's subverted with the deployed Leviathan's first seat's primary fire, and with the Ion Tank's first seat's primary fire. They only require a single click, though they have a significant delay between the press action and the fire action, which could ''could'' have been used as a ChargeAttack, charged attack, hence the subversion.



* LandMineGoesClick: The Mine Layer is capable of releasing up to eight spider mines. With the secondary button you can guide them. They explode in contact with an enemy.

to:

* LandMineGoesClick: The Mine Layer is capable of releasing up to eight spider mines. With the secondary button you can guide them.them via laser. They explode in contact with an enemy.



** [=AVRiL=]s locked onto a target automatically adjust their flight trajectory to lead the target and score a mid-air interception instead of simply chasing it like ordinary homing weaponry in the game. To this end, they are HIGHLY maneuverable; dodging a locked [=AVRiL=] requires a WronskiFeint, a Cicada's flare or breaking the lock somehow[[note]]breaking line of sight, killing the shooter or jumping out of the vehicle as [=AVRiL=]s won't lock onto unmanned vehicles[[/note]]. [[HighSpeedMissileDodge Anything else]] and you run the risk of the missile [[OhCrap pulling a 180° turn and coming back for another pass]].

to:

** [=AVRiL=]s locked onto a target automatically adjust their flight trajectory to lead the target and score a mid-air interception instead of simply chasing it like ordinary homing weaponry in the game. To this end, they are HIGHLY ''highly'' maneuverable; dodging a locked [=AVRiL=] requires a WronskiFeint, a Cicada's flare or breaking the lock somehow[[note]]breaking line of sight, killing the shooter or jumping out of the vehicle as [=AVRiL=]s won't lock onto unmanned vehicles[[/note]]. [[HighSpeedMissileDodge Anything else]] and you run the risk of the missile [[OhCrap pulling a 180° turn and coming back for another pass]].



* DoubleEntendre: There are a few, such as when someone gets killed from an explosion from his own rocket launcher, "X fired his rocket prematurely"

to:

* DoubleEntendre: There are a few, such as when someone gets killed from an explosion from his own rocket launcher, "X fired his rocket prematurely"prematurely".



* GameMod: The main bread and butter of the game to the point that the game seems to be only a framework to load a lots of mods with. Mods ranging from custom characters, custom maps, custom mutator script (that is so powerful that it can even load completely new weapons, vehicles, and gameplay mechanics such as [[http://www.moddb.com/games/unreal-tournament-2004/addons/td-warfare-vehicle-pack TD Warfare Vehicle pack]] and [[http://www.runestorm.com/ballistic Ballistic]] [[Videogame/BallisticWeapons Weapons]],
** And even whole new games such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel (which isn't even an FPS}]], and ''Videogame/KillingFloor'', which later became standalone.

to:

* GameMod: The main bread and butter of the game to the point that the game seems to be only a framework to load a lots of mods with. Mods ranging from custom characters, custom maps, custom mutator script (that is so powerful that it can even load completely new weapons, vehicles, and gameplay mechanics such as [[http://www.moddb.com/games/unreal-tournament-2004/addons/td-warfare-vehicle-pack TD Warfare Vehicle pack]] and [[http://www.runestorm.com/ballistic Ballistic]] [[Videogame/BallisticWeapons Weapons]],
** And
Weapons]]), and even whole new games such as [[http://www.moddb.com/mods/fragops Frag Ops]], [[http://www.moddb.com/mods/unwheel Unwheel Unwheel]] (which [[GenreShift isn't even an FPS}]], FPS]]}, and ''Videogame/KillingFloor'', which later became standalone. standalone.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.UnrealTournament2004