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* For reference. Website/TheCuttingRoomFloor has [[https://tcrf.net/Proto:Unreal an area dedicated to the prototype versions]] and [[https://tcrf.net/Unreal another for the full game]].

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* For reference. Website/TheCuttingRoomFloor reference, the Cutting Room Floor has [[https://tcrf.net/Proto:Unreal an area dedicated to the prototype versions]] and [[https://tcrf.net/Unreal another for the full game]].



* For reference. Website/TheCuttingRoomFloor has [[https://tcrf.net/Proto:Unreal_Tournament an area dedicated to the prototype versions]] and [[https://tcrf.net/Unreal_Tournament another for the full game]].

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* For reference. Website/TheCuttingRoomFloor The Cutting Room Floor has [[https://tcrf.net/Proto:Unreal_Tournament an area dedicated to the prototype versions]] and [[https://tcrf.net/Unreal_Tournament another for the full game]].



* For reference, [[https://tcrf.net/Unreal_II there's a page on]] Website/TheCuttingRoomFloor.

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* For reference, [[https://tcrf.net/Unreal_II there's a page on]] Website/TheCuttingRoomFloor.the Cutting Room Floor.



* Website/TheCuttingRoomFloor has [[https://tcrf.net/Unreal_Tournament_2003 a page dedicated to the game]].

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* Website/TheCuttingRoomFloor The Cutting Room Floor has [[https://tcrf.net/Unreal_Tournament_2003 a page dedicated to the game]].



* In the [=UT2007=] trailer it was shown that Orb carriers could get the Orb itself onto vehicles. In the final games, entering into a vehicle while carrying the Orb would drop it.

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* In the [=UT2007=] trailer it was shown that Orb carriers could get the Orb itself onto vehicles. In the final games, game, entering into a vehicle while carrying the Orb would will force you to drop it.


* For reference. Website/TheCuttingRoomFloor has [[https://tcrf.net/Proto:Unreal an area dedicated to the prototype versions]] and [[https://tcrf.net/Unreal another for the full game]].



* For reference. Website/TheCuttingRoomFloor has [[https://tcrf.net/Proto:Unreal_Tournament an area dedicated to the prototype versions]] and [[https://tcrf.net/Unreal_Tournament another for the full game]].
* For starters, there's the entire asset library of ''Unreal'' available, with the exception of the music and the maps.



* Near the time of its final release, the latest version before going gold weighed nearly 8GB due to [[https://unreal.fandom.com/wiki/Cut_content_of_Unreal_II all the featured content]] (at a time when even the biggest mainstream releases only hit around 2 or 3 gigs). However half of the game was cut, the multiplayer mode for the other two projects Epic and DE were working on, and the rest to reduce the size of the game. All these decisions derived in the DorkAge of the ''Unreal'' universe.

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* Near the time of its final release, the latest version before going gold weighed nearly 8GB due to [[https://unreal.fandom.com/wiki/Cut_content_of_Unreal_II all the featured content]] (at a time when even the biggest mainstream releases only hit around 2 or 3 gigs). However half of the game was cut, the multiplayer mode for the other two projects Epic and DE were working on, and the rest cut in order to reduce the size of the game. All these decisions derived in the DorkAge of the ''Unreal'' universe.game.
* For reference, [[https://tcrf.net/Unreal_II there's a page on]] Website/TheCuttingRoomFloor.


Added DiffLines:

* Website/TheCuttingRoomFloor has [[https://tcrf.net/Unreal_Tournament_2003 a page dedicated to the game]].



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* The [[TheDragon Warlord]] was originally going to make a [[TheCameo cameo]] in the first level after you escape the ship where he kills someone, makes a threatening, gesture, and then leaves. It was removed mainly to avoid a spoiler.


* There are a few fully functional monster (including a giant squid), which appear nowhere in the final game but can be placed with the level editor or by using console commands to spawn them.

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* There are a few fully functional monster monsters (including a giant squid), which appear nowhere in the final game but can be placed with the level editor or by using console commands to spawn them.



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* There are a few fully functional monster (including a giant squid), which appear nowhere in the final game but can be placed with the level editor or by using console commands to spawn them.
* There was going to be a weapon called a "Quad Shot" which was DummiedOut as while you can place the item in game with the level editor or console commands it doesn't work and if you pick it up just messes up your screen so you can't shoot. Some fan mods have made a functional Quad Shot however (it's basically a four barreled shotgun)


* A closer look to [[https://www.schnittberichte.com/www/SBs/3158/covereu.jpg the cover art for the retail version]] reveals a lot of stuff that didn't made the cut for it, or would later appear in ''Return to Na Pali'': the "Foundry Tarydium Plant" and "Velora Temple" levels, the Combat Assault Rifle, an unnamed map taking place in a villa, different skins for the Krall and Brute monsters, the Kevlar Suit room in the Vortex Rikers being circular and having an Assault Vest instead, and a different Nali Castle.



* There was also a Playstation version with a completely new campaign that was canceled and never released despite being nearly finished. A UsefulNotes/Nintendo64 version was also allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now Rockstar North). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive never left Japan, and even so was a huge flop, and secondly, the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.

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* There was also a Playstation version with a completely new campaign called "Rise of Jrath" that was canceled and never released despite being nearly finished. A UsefulNotes/Nintendo64 version was also allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now [[Creator/RockstarGames Rockstar North). North]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou never left Japan, Japan]], and even so was a huge flop, and secondly, the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.




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* Future ''VideoGame/UnrealTournament'' map DM-Gothic appeared as far as the early Unreal betas. It became a last minute addition for ''UT''.


* The demo was going to be shipped with a different map lineup: BR-Endagra (BR-Bifrost in the full release), CTF-Chrome, DM-Antalus, DM-Curse3 and DOM-Suntemple. The presence of both Endagra and Suntemple is importante because it was going to give a glimpse of the working [[KillSat Ion Painter/Ion Cannon]]. The final map lineup of the demo was BR-Anubis, CTF-Citadel, DM-Antalus and DM-Asbestos, with CTF-Orbital2 being added in a posterior version, with no Ion Cannon on sight.

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* The demo was going to be shipped with a different map lineup: BR-Endagra (BR-Bifrost in the full release), CTF-Chrome, DM-Antalus, DM-Curse3 [=DM-Curse3=] and DOM-Suntemple. The presence of both Endagra and Suntemple is importante because it was going to give a glimpse of the working [[KillSat Ion Painter/Ion Cannon]]. The final map lineup of the demo was BR-Anubis, CTF-Citadel, DM-Antalus and DM-Asbestos, with CTF-Orbital2 [=CTF-Orbital2=] being added in a posterior version, with no Ion Cannon on sight.


!! ''VideoGame/UnrealTournament2004''
* Vehicle Capture The Flag became a standard gamemode in ''VideoGame/UnrealTournamentIII'', but it was in this game that the mode was going to be featured at first, but it wasn't finished in time, and no maps shipped with the game that use the [=VCTF-=] prefix (and thus are recognised by the game as Vehicle [=CTF=] maps). The game mode is [[DummiedOut hidden]], and not playable in the single-player Tournament. Only by downloading and installing user-made maps for the game mode can you play it.

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!! ''VideoGame/UnrealTournament2004''
''Unreal Tournament 2003''
* Vehicle Capture The Flag became a standard gamemode in ''VideoGame/UnrealTournamentIII'', but it was in this game that the mode demo was going to be featured at first, but it wasn't finished in time, and no maps shipped with the game that use the [=VCTF-=] prefix (and thus are recognised by the game as Vehicle [=CTF=] maps). The game mode is [[DummiedOut hidden]], and not playable a different map lineup: BR-Endagra (BR-Bifrost in the single-player Tournament. Only by downloading full release), CTF-Chrome, DM-Antalus, DM-Curse3 and installing user-made maps for DOM-Suntemple. The presence of both Endagra and Suntemple is importante because it was going to give a glimpse of the game mode can you play it.working [[KillSat Ion Painter/Ion Cannon]]. The final map lineup of the demo was BR-Anubis, CTF-Citadel, DM-Antalus and DM-Asbestos, with CTF-Orbital2 being added in a posterior version, with no Ion Cannon on sight.



** [=BR-DE-ElecFields=] and [=CTF-DE-LavaGiant2=] weren't finished before the launch of ''2003''. These maps were launched eventually in the DE Bonus Packs, and, the former is even one of the retail maps of ''2004''. The latter couldn't be included in ''2004'' or any later release due to a rebuild problem, though this being ''Unreal'', a fan eventually fixed the map and ported it over himself.

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** [=BR-DE-ElecFields=] and [=CTF-DE-LavaGiant2=] weren't finished before the launch of ''2003''. These maps were launched eventually in the DE Bonus Packs, and, the former is even one of the retail maps of ''2004''. The latter couldn't be included in ''2004'' or any later release due to a rebuild problem, though this being ''Unreal'', a fan eventually fixed the map and ported it over himself.



** There was consideration for "survival guides" in ''2003''. ''Championship'' features a version of it.

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** There was consideration for "survival guides" in ''2003''. ''Championship'' features a version of it.them.

!! ''VideoGame/UnrealTournament2004''
* Vehicle Capture The Flag became a standard gamemode in ''VideoGame/UnrealTournamentIII'', but it was in this game that the mode was going to be featured at first, but it wasn't finished in time, and no maps shipped with the game that use the [=VCTF-=] prefix (and thus are recognised by the game as Vehicle [=CTF=] maps). The game mode is [[DummiedOut hidden]], and not playable in the single-player Tournament. Only by downloading and installing user-made maps for the game mode can you play it.
* Many maps ended up being cut or totally different than the beta versions:
** [=CTF-DE-LavaGiant2=] from ''2003''[='s=] DE Bonus Pack couldn't be included in ''2004'' or any later release due to a rebuild problem, though this being ''Unreal'', a fan eventually fixed the map and ported it over himself.


** Other maps cut from ''Championship'' and present in the betas were BR-Asteroid, BR-Kroenik, [=BR/DOM-Osiris=] (no relation to the map released for ''2003'' and ''2004''), BR-Outpost, CTF-Glotrees, [=CTF-TombOfRassul=], DM-Bane (possible prototype for DM-Antalus), DM-Bore, DM-Nexus (no relation with the [[VideoGame/UnrealChampionship2TheLiandriConflict UC2]] map) and DOM-Toronto.

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** Other maps cut from ''Championship'' and present in the betas were BR-Asteroid, BR-Kroenik, [=BR/DOM-Osiris=] (no relation to the map released for ''2003'' and ''2004''), BR-Outpost, CTF-Glotrees, [=CTF-TombOfRassul=], DM-Bane (possible prototype for DM-Antalus), DM-Bore, DM-Nexus (no relation with the [[VideoGame/UnrealChampionship2TheLiandriConflict UC2]] map) map), BR/DOM-Sand-Storm (whose design seems to indicate that it's an early version of BR-Anubis) and DOM-Toronto.


** Screenshots present among the game assets reveal that the future ''2003'' and ''2004'' maps [=BR-Skyline, BR-SlaughterHouse, CTF-December, CTF-TwinTombs, DM-Phobos2, DM-TokaraForest, DOM-Core and DOM-OutRigger=] were considered for the game.

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** Screenshots present among the game assets reveal that the future ''2003'' and ''2004'' maps [=BR-Skyline, BR-SlaughterHouse, CTF-December, CTF-TwinTombs, DM-Phobos2, DM-TokaraForest, DOM-Core and DOM-OutRigger=] were considered for the game.game, but were eventually dropped because they were too big memory-wise, or their layout clashed with console play.




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** DM-Inferno was going to be a retail map, as seen on the trailers, but work on it couldn't be finished, so instead it was released on the Bonus Pack.
* Crossplay with the PC version (''Unreal Tournament 2003'') was considered but eventually dropped, since there were too many things to bear in mind to make it a possibility.
* According to one of the developers, the Ripper got taken out because it was a spammy weapon which had a high ratio of luck-based kills.



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* In the [=UT2007=] trailer it was shown that Orb carriers could get the Orb itself onto vehicles. In the final games, entering into a vehicle while carrying the Orb would drop it.


* The game featured {{HubLevel}}s, most notably NyLeve Falls, which would be revisited after Rrajigar Mines.

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* The game featured {{HubLevel}}s, {{hub level}}s, most notably NyLeve Falls, [=NyLeve's Falls=], which would be revisited after Rrajigar Mines.
Mines, and Nagomi Passage, which eventually made it into ''Return to Na Pali''.


* The expansion ''Return to Na Pali'' originally would have been completely different from what we've knew. It would have featured the Skaarj and Mercenaries as playable races, with exclusive weapons, and a same level could feature different enemies/allies/goals/items depending on the playable race.
* There was also a Playstation version with a completely new campaign that was cancelled and never released despite being nearly finished. A UsefulNotes/Nintendo64 version was also allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now Rockstar North). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive never left Japan, and even so was a huge flop, and secondly the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.

to:

* The expansion ''Return to Na Pali'' originally would have been completely different from what we've knew. known. It would have featured the Skaarj and Mercenaries as playable races, with exclusive weapons, and a the same level could feature different enemies/allies/goals/items depending on the playable race.
* There was also a Playstation version with a completely new campaign that was cancelled canceled and never released despite being nearly finished. A UsefulNotes/Nintendo64 version was also allegedly in the works, via the Disc Drive add-on, with said port being made by a smaller division of DMA Design (now Rockstar North). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive never left Japan, and even so was a huge flop, and secondly secondly, the division of DMA that was to handle the port went out of business just before DMA was bought out by Rockstar Games and became Rockstar North.
* The game featured {{HubLevel}}s, most notably NyLeve Falls, which would be revisited after Rrajigar Mines.



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* According to a post-mortem released by Brandon [="GreenMarine"=] Reinhart, there were plans to have true cinematics for the Ladder mode. The final game features flyby sequences where the player and their trophies are displayed. The post-mortem also mentions that the editor that shipped with the game could have contained better features if it wasn't implemented in Visual Basic.


* 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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* The PC version's maps DM-Conveyor DM-Conveyor, DM-Gothic, DM-Peak and DM-Gothic DOM-Leadworks were considered for both console versions, but were nixed. CTF-Command was considered for the Playstation 2 version as well.

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