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* A fully functional multiplayer mode, which had 5 modes, the 4 classic ones and a brand-new one called XMP, were considered, but later dumped in favor of ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' and ''VideoGame/UnrealChampionship'', as these games made MP mode redundant.
* One early preview blurb seen in magazine promises features such as dynamic conversation, HumanoidAbomination enemies called the N (in which only exists three in the universe however its constantly teleporting if sufficiently injured), EldritchAbomination enemies called the Strider (which able to join and turn into new form of enemy), and jellyfish like alien race called the Shian (with concept artwork). None of the stuff appears in the game, and [[DummiedOut while files pointing to Shian exists in the game files, opening it reveals nothing.]]

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* A fully functional multiplayer mode, which had 5 modes, the 4 classic ones and a brand-new one called XMP, were considered, but later dumped in favor of ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealChampionship'', as these games made MP mode a multiplayer component for this one redundant.
* One early preview blurb seen in magazine promises promised features such as dynamic conversation, conversations, HumanoidAbomination enemies called the N (in (of which only exists three existed in the universe however its constantly teleporting if universe, though they would teleport away when sufficiently injured), EldritchAbomination enemies called the Strider Striders (which were able to join and turn into new form forms of enemy), enemies), and jellyfish like alien race called the Shian (with concept artwork). None of the stuff appears in the game, and [[DummiedOut while files pointing to Shian exists in the game files, files]], opening it reveals nothing.]]



* The T.A.G. Rifle uses the same model as a previous, unnamed weapon, from the betas, which just shoot energy bullets.

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* The T.A.G. Rifle uses the same model as a previous, unnamed weapon, from the betas, which just shoot shot energy bullets.



* 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.
* The Ion Painter uses the same model as a previous, unnamed weapon, from the ''Championship'' betas, which just shoot energy bullets.

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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=] and DOM-Suntemple. The presence of both Endagra and Suntemple is importante important 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 in sight.
* The Like in ''Championship'', the Ion Painter uses the same model as a previous, unnamed weapon, is repurposed from the ''Championship'' betas, a cut weapon which just shoot shot energy bullets.



* [[VideoGame/UnrealTournament Domination]] (or its Unreal Engine 2 counterpart Double Domination) and a race-based gametype called Death Race were considered for the game. Each had one map done for them, at least, called Momentum and Industry, respectively.

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* [[VideoGame/UnrealTournament Domination]] (or its Unreal Engine 2 counterpart Double Domination) and a race-based racing gametype called Death Race were considered for the game. Each had one map done for them, at least, called Momentum and Industry, respectively.



** One of the earliest known public demos was played on a map named [=DM-E3City=]. It featured Malcolm blasting its way through streets and completing objectives.

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** One of the earliest known public demos was played on a map named [=DM-E3City=]. It featured Malcolm blasting its his way through streets and completing objectives.



* Due to their presence in the default map lists ([[GameBreakingBug with some nasty consequences]]), the maps DM-Hardcore and DM-Revenant were meant to be shipped with the game, but ultimately cut. They never made it for neither base game or DownloadableContent.

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* Due to their presence in the default map lists ([[GameBreakingBug with some nasty consequences]]), the maps DM-Hardcore and DM-Revenant were meant to be shipped with the game, but ultimately cut. They never made it for neither either base game or DownloadableContent.



* Vehicles were also under consideration, if the sole presence of a "Vehicles" development subforum is anything to go by.

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* Vehicles were also under consideration, if the sole presence of a "Vehicles" development subforum is anything to go by.



* ''Unreal Tournament II'' was a real work, until lots of changes in gameplay (including the [[AscendedFanfic addition of the Bombing Run gamemode]]) led Epic to decide that it'd be a sports-themed game with [[AnnualTitle yearly releases]], and thus became [[VideoGame/UnrealTournament2004 UT2003, UT2004]] , [[VideoGame/UnrealChampionship2TheLiandriConflict UT2005]] and [[VideoGame/UnrealTournamentIII UT2007]]. There was no [=UT2006=], though, because Epic was working on ''VideoGame/GearsOfWar'' at the time.
* There was a cancelled project called ''Unreal Warfare'', which became ''VideoGame/GearsOfWar'', according to WordOfGod. The name was used again to refer to a new gamemode for ''VideoGame/UnrealTournamentIII'', which ended up being basically Onslaught's power-cores-and-nodes with Assault-style mini-objectives added.

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* ''Unreal Tournament II'' was a real work, until lots of changes in gameplay (including the [[AscendedFanfic addition of the Bombing Run gamemode]]) led Epic to decide that it'd be a sports-themed game with [[AnnualTitle yearly releases]], and thus became [[VideoGame/UnrealTournament2003 UT2003]], [[VideoGame/UnrealTournament2004 UT2003, UT2004]] , [[VideoGame/UnrealChampionship2TheLiandriConflict UT2005]] and [[VideoGame/UnrealTournamentIII UT2007]]. There was no [=UT2006=], though, because Epic was working on ''VideoGame/GearsOfWar'' at the time.
* There was a cancelled project called ''Unreal Warfare'', which became ''VideoGame/GearsOfWar'', ''Gears of War'', according to WordOfGod. The name was used again to refer to a new gamemode for ''VideoGame/UnrealTournamentIII'', which ended up being basically Onslaught's power-cores-and-nodes with Assault-style mini-objectives added.


* There were some deathmatch maps which were cut from the final game in ''Unreal'', but appeared in the betas: Despair (also known as [=Sky11=]), Eclipse ([=Sky12=]), Morbfanza (a mashup of Deathmatch levels Ariza, [[DeadlyRotaryFan DeathFan]] and Morbias) and Splash Fortress (a level full of warping portals). On the single-player side of things, the levels Soledad, Morose, Nexus, Nexus End, Mercenary Shipping Lane, Cryox and Velora Cellars were eventually cut.

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* There were some deathmatch maps which were cut from the final game in ''Unreal'', but appeared in the betas: Despair (also known as [=Sky11=]), Eclipse ([=Sky12=]), (known as [=Sky12=]), Morbfanza (a mashup of Deathmatch levels Ariza, [[DeadlyRotaryFan DeathFan]] and Morbias) and Splash Fortress (a level full of warping portals). On the single-player side of things, the levels Soledad, Morose, Nexus, Nexus End, Mercenary Shipping Lane, Cryox and Velora Cellars were eventually cut.



* All of ''Unreal''[='=]s released official Deathmatch maps, and even some which didn't made the cut, were considered for the game. In the end, only Curse, Deck16 and Morbias found their way onto the final game, with Cybrosis, [=HealPod=], Mojo and Shrapnel making it as part of the [[DownloadableContent Bonus Pack 1]].

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* All of ''Unreal''[='=]s released official The 10 default ''Unreal'' Deathmatch maps, and even some which didn't made the cut, [[DownloadableContent Fusion Map Pack]] the ''Special Edition'' exclusives, were considered for the game. In the end, only Curse, Deck16 [=Deck16=] and Morbias found their way onto the final game, with Cybrosis, [=HealPod=], Mojo and Shrapnel making it as part of the [[DownloadableContent Bonus Pack 1]].



** [=WAR-ColdHarbor=] and [=CTF-SearchLight=] not only were going to be included in the retail version, but were also meant to be part of the campaign (possibly in chapters 4 and 5, respectively). They didn't made the cut, though the former was released later as a free addon, the later appeared as a console-exclusive map for the Xbox 360 version, and both were included in [[DownloadableContent the Titan Pack]].

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** [=WAR-ColdHarbor=] and [=CTF-SearchLight=] not only were going to be included in the retail version, but were also meant to be part of the campaign (possibly in chapters 4 and 5, respectively). They didn't made the cut, though the former was released later as a free addon, the later appeared as a console-exclusive map for the Xbox 360 version, the later was released with the [[DownloadableContent Bonus Pack 1]], and both were included in [[DownloadableContent the Titan Pack]].Pack]].
** [=CTF-FacingWorlds=] was meant to be shipped with the retail game, but couldn't be finished in time. It, however, was later released with the [[DownloadableContent Bonus Pack 1]].


* 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 cubbyhole in DOM-Gearbolt, and metal slopes along the sides of a ramp in DM-Oblivion.

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* 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=], [=CTF-LavaGiant=], a missing cubbyhole in DOM-Gearbolt, and metal slopes along the sides of a ramp in DM-Oblivion.



** 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; the clip would later be used in ''2004'' with the "Classic" announcer), 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:

** A few unused announcer lines, including one for a "triple kill" (which was probably replaced by lines such as "Assist!" and the "multi-kill" you do get for three kills in a short time; the clip would later be used in ''2004'' with the "Classic" announcer), 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).aforementioned "Nice Catch!".



* According to localization files, the maps DM-Phobos, DM-Gothic, DM-Zeto, DM-Peak, [=DM-KGalleon=], DM-Conveyor, DOM-Sesmar, DOM-Cinder, DOM-Condemned, DOM-Olden and [=DOM-MetalDream=] were all considered for the demo version, and there was no CTF ladder as well. In the end only DM-Phobos and DOM-Sesmar survived of the original lineup, while being accompanied by DM-Morpheus, DM-Tempest, DM-Turbine and CTF-Coret completing the Demo lineup.
* According to Cliff Bleszinski, the [[DownloadableContent Inoxx Pack]] [[ExactlyWhatItSaysOnTheTin (a bonus pack composed of maps created by CTF-Face mapper Cedric "Inoxx" Fiorentino)]] is composed by maps which weren't finished in time for the retail release and map ideas which Inoxx was tinkering with after the game was released.



* According to localization files, the maps DM-Phobos, DM-Gothic, DM-Zeto, DM-Peak, [=DM-KGalleon=], DM-Conveyor, DOM-Sesmar, DOM-Cinder, DOM-Condemned, DOM-Olden and [=DOM-MetalDream=] were all considered for the demo version, and there was no CTF ladder as well. In the end only DM-Phobos and DOM-Sesmar survived of the original lineup, while being accompanied by DM-Morpheus, DM-Tempest, DM-Turbine and CTF-Coret completing the Demo lineup.

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* According to localization files, A fifth official bonus pack was in the maps DM-Phobos, DM-Gothic, DM-Zeto, DM-Peak, [=DM-KGalleon=], DM-Conveyor, DOM-Sesmar, DOM-Cinder, DOM-Condemned, DOM-Olden works, created by Digitalo Studios, but was scrapped because UT was still selling well and [=DOM-MetalDream=] [=Epic/DE=] were all considered for the demo version, and there was no CTF ladder as well. In the end only DM-Phobos and DOM-Sesmar survived of the original lineup, while being accompanied by DM-Morpheus, DM-Tempest, DM-Turbine and CTF-Coret completing the Demo lineup.involved in more important ''Unreal''-based projects.


* UT wouldn't have been released when it did, hadn't Creator/IdSoftware's own Creator/JohnCarmack announced ''VideoGame/QuakeIIIArena'' and its release date, which made the development team to shift their focus upon refining and fine-tuning the multiplayer experience of ''Unreal''. And thus, [[DuelingGames one of gaming's biggest rivalries was born]].



* There were also supposed to be versions of CTF and Domination that used all four teams. This was dropped early in development, however the assets remained so other people could implement the modes as a GameMod (the results being [[https://www.moddb.com/mods/multiteam-ctf MultiCTF]] and [=CTF4/CTF+=]).

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* There were also supposed to be versions a version of CTF and Domination that used all four teams. This was dropped early in development, however the assets remained so other people could implement the modes as a GameMod (the results being [[https://www.moddb.com/mods/multiteam-ctf MultiCTF]] and [=CTF4/CTF+=]).[=CTF4/CTF+=]).
* In a .plan post, lead designer Cliff Bleszinski mentioned other ideas that didn't made into the game:
--> ''"Announcer Stuff:\\
-I wanted the announcer to yell out "Nice Catch" or something like that when you grabbed someone's gun out of the air after you smoke them and their weapon goes flying.\\
-I would have loved to have had the announcer yell out "Combo Reversal!" if you manage to get your foe to accidentally shoot your Shock Rifle alt fire with his primary fire, thus blowing his own ass up.\\
Wacky Physics/Movement Stuff\\
-I would have loved to have seen a [[VideoGameDashing "dodge in midair"]] mutator that allows you to jump off a ledge and double tap and move laterally in midair. Sure, it's not fun, but it would have allowed for some funky, fun shit to mess around with.\\
-It would have been cool to have a mutator that prevents you from accruing momentum when you toss your translocator up in the air so you can keep translocating up in any given level.\\
Gametypes\\
-I would have loved for a "two way Assault" mode. Right now, as cool as Assault is, you're kind of stuck in one role for however many minutes it takes to play. It'd be cool to try to attack or defend. That's the beauty of CTF, at any point in the game you can do several things and you rarely get bored.\\
-I would have liked to have played with the Domination rules a little bit more. I was messing around with Eavy, a great UT mod programmer, to try a "tug of war" variation of Domination in which the only way to score is to control all 3 points for X seconds."''[[note]]The latter eventually made it as the Double Domination mode of ''Championship'', ''2003'' and ''2004''.[[/note]]


* The original idea for the game, according to Tim Sweeney, was to create a 3D massive multiplayer game which he described as jumping between servers using a game hub. The only remnant from this idea is the cut level "The Gateway".



* There were some deathmatch maps which were cut from the final game in ''Unreal'', but appeared in the betas: Despair (also known as [=Sky11=]), Eclipse ([=Sky12=]), Morbfanza (a mashup of Deathmatch levels Ariza, [[DeadlyRotaryFan DeathFan]] and Morbias) and Splash Fortress (a level full of warping portals). Of these levels, only Despair saw any kind of release, being released as a free addon.
* The expansion ''Return to Na Pali'' originally would have been completely different from what we've known. It would have featured the Skaarj and Mercenaries as playable races, with exclusive weapons, and 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 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]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou 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.
* The game featured {{hub level}}s, most notably "[=NyLeve's Falls=]", which would be revisited after Rrajigar Mines, and "Nagomi Passage", which eventually made it into ''Return to Na Pali''.
* There are a few fully functional 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.

to:

* There were some deathmatch maps which were cut from the final game in ''Unreal'', but appeared in the betas: Despair (also known as [=Sky11=]), Eclipse ([=Sky12=]), Morbfanza (a mashup of Deathmatch levels Ariza, [[DeadlyRotaryFan DeathFan]] and Morbias) and Splash Fortress (a level full of warping portals). Of these levels, only Despair saw any kind of release, being released as a free addon.
* The expansion ''Return to Na Pali'' originally would have been completely different from what we've known. It would have featured
On the Skaarj single-player side of things, the levels Soledad, Morose, Nexus, Nexus End, Mercenary Shipping Lane, Cryox and Mercenaries as playable races, with exclusive weapons, and 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 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]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou 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.
* The game featured {{hub level}}s, most notably "[=NyLeve's Falls=]", which would be revisited after Rrajigar Mines, and "Nagomi Passage", which
Velora Cellars were eventually made it into ''Return to Na Pali''.
cut.
* There are a few fully functional 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. Some weren't seen in the game because the places which they were in were cut to avoid making a game [[ArcFatigue too long to complete]], others were either replaced (like the Krall, who took the place of a centaur-like creature) or removed altogether (like the Dragon), because they disturbed the quality of the game, the team behind which had the goal to make the game live to its full potential.
* The game featured {{hub level}}s, most notably "[=NyLeve's Falls=]", which would be revisited after "Rrajigar Mine", and "Nagomi Passage", which eventually made it into ''Return to Na Pali''.
* A gametype called "Kill the Cow" was in the works but ultimately dropped".


Added DiffLines:

* A demo was alluded to many times by various people at Epic Games during development, however the only demos that were ever released came bundled with various hardware.
* 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]]). The port was cancelled for two primary reasons: first the Nintendo 64 Disk Drive [[NoExportForYou 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.
* A Dreamcast port was also in the works, but GT Interactive lost the founding and it was cancelled.
* The expansion ''Return to Na Pali'' originally would have been completely different from what we've known. It would have featured the Skaarj and Mercenaries as playable races, with exclusive weapons, and the same level could feature different enemies/allies/goals/items depending on the playable race.


Like most [[LongRunners long-running]] series, the ''Unreal'' series is prone to [[WhatCouldHaveBeen last-minute cuts and early design decision scraps]].

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Like most [[LongRunners long-running]] series, the ''Unreal'' series is prone to [[WhatCouldHaveBeen last-minute cuts and early design decision scraps]].
scraps]]. Unsurprisingly, many of these ideas found their way anyway onto their respective game as {{game mod}}s.




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* Due to memory constraints, many maps had to be splitted: "Rrajigar Mine"/"Depths of Rrajigar", "Chizra - Nali Water God"/"The Ceremonial Chambers", "Terraniux Underground"/"Terraniux", the three ISV-Kran levels, "Spire Village"/"The Sunspire", "Gateway to Na Pali"/"Na Pali Haven", "Dasa Mountain Pass"/"Cellars at Dasa Pass" and "Skaarj Generator"/"Illumination".
* [=DmDespair=] couldn't be finished in time to be released for inclusion with ''RTNP'', instead being released as a free addon.



* For starters, there's the entire asset library of ''Unreal'' available, with the exception of the music and the maps - weapons, items and even enemies are all present in the files, coded and animated and perfectly functional if placed in a map or spawned through the console.
* The game itself started development as an ExpansionPack for Unreal called the "Bot Pack", until Creator/EpicGames CEO Mark Rein decided that it would fare better as a standalone game, due to the many changes to the netcode and the massive number of new maps.

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* For starters, there's the entire asset library of ''Unreal'' available, with the exception of the music and the maps - weapons, items and even enemies are all present in the files, coded and animated and perfectly functional if placed in a map or spawned through the console.
* The game itself started development as an ExpansionPack for Unreal called the "Bot Pack", until Creator/EpicGames CEO Mark Rein decided that it would fare better as a standalone game, due to the many changes to the netcode and the massive number of new maps. Hence the entire asset library of ''Unreal'' available, with the exception of the music and the maps - weapons, items and even enemies are all present in the files, coded and animated and perfectly functional if placed in a map or spawned through the console.
* All of ''Unreal''[='=]s released official Deathmatch maps, and even some which didn't made the cut, were considered for the game. In the end, only Curse, Deck16 and Morbias found their way onto the final game, with Cybrosis, [=HealPod=], Mojo and Shrapnel making it as part of the [[DownloadableContent Bonus Pack 1]].



* 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.

to:

* There were also supposed to be versions of CTF and Domination that used all four teams, teams. This was dropped early in development, however the former at least later assets remained so other people could implement the modes as a GameMod (the results being made into a mod.[[https://www.moddb.com/mods/multiteam-ctf MultiCTF]] and [=CTF4/CTF+=]).



* 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 ''Chaos: UT'' and ''Rocket Arena''.
* 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; the clip would later be used in ''2004'' with the "Classic" announcer), 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.

to:

* The map [=DOM-MetalDream=] was originally going to be an Assault level, set in daylight. daylight.
*
Several of the other Assault maps also originally had voiceovers explaining the objectives, with the ones some 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 ''Chaos: UT'' and ''Rocket Arena''.
*
Several unused voice lines, lines are also present among the game's files:
** A few cut taunts,
including a few cut taunts (including Xan calling you a "jackoff" and the Male Commando voice making a ''Franchise/FantasticFour'' reference), an reference.
** An
extra death sound for male characters that was used in an early demo, several demo.
** Several
[[YouAreNumberSix callsigns]] based on the US' pre-1955 phonetic alphabet which voice lines would refer to each other as, and a as.
** 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; the clip would later be used in ''2004'' with the "Classic" announcer), 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". "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.



* 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.



* [[https://www.youtube.com/watch?v=4XgPXQQUUow An early version]] of [=BR-Kalendra=] featured vehicles.
* The HUD messages for the betas were taken almost verbatim from those of ''[[VideoGame/UnrealTournament Tournament]]''. The final HUD was a complete overhaul, with no similarities to ''Tournament'' being found.

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* [[https://www.youtube.com/watch?v=4XgPXQQUUow An early version]] of [=BR-Kalendra=] featured vehicles.
* The HUD messages for the betas were taken almost verbatim from those of ''[[VideoGame/UnrealTournament Tournament]]''.''Tournament''. The final HUD was a complete overhaul, with no similarities to ''Tournament'' being found.



** 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), BR/DOM-Sand-Storm (whose design seems to indicate that it's an early version of BR-Anubis) and DOM-Toronto.
** 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.

to:

** 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]] ''[[VideoGame/UnrealChampionship2TheLiandriConflict UC2]]'' map), BR/DOM-Sand-Storm (whose design seems to indicate that it's an early version of BR-Anubis) and DOM-Toronto.
** 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'') (''2003'') was considered but eventually dropped, since there were too many things to bear in mind to make it a possibility.




to:

* DM-Inferno was going to be a retail map for ''Championship'', as seen on the trailers, but work on it couldn't be finished, so instead it was released on the Bonus Pack.



* According to [[https://www.youtube.com/watch?v=bgebTIoYQ54 the E3 trailer]], Onslaught was going to feature the adrenaline pickups and combos. It was dropped for the final version.

to:

* According to [[https://www.youtube.com/watch?v=bgebTIoYQ54 the E3 trailer]], Onslaught was going to feature the adrenaline pickups and combos. It was dropped for the final version. This being an ''Unreal'' game, it eventually got added via a mutator.



* According to [[http://web.archive.org/web/20030812160559/http://www.gamespy.com/e32003/preview/pc/1002531/ an early preview]], there was going to be a full-fledged team of [[TheUndead Necris]], returning from ''VideoGame/UnrealTournament''. All that remains from it are two separated player characters (Thannis and Kragoth) from the ''[[DownloadableContent ECE Bonus Pack]]''.

to:

* According to [[http://web.archive.org/web/20030812160559/http://www.gamespy.com/e32003/preview/pc/1002531/ an early preview]], there was going to be a full-fledged team of [[TheUndead Necris]], returning from ''VideoGame/UnrealTournament''.''Tournament''. All that remains from it are two separated player characters (Thannis and Kragoth) from the ''[[DownloadableContent ECE Bonus Pack]]''.


For those examples which found their way onto another games, check [[RefittedForSequel/{{Unreal}} the Refitted For Sequel page]].
----



* The Rifle would have had a three-shot burst SecondaryFire until it was replaced with the zoom function.


* According to [[http://web.archive.org/web/20030812160559/http://www.gamespy.com/e32003/preview/pc/1002531/ an early interview]], there was going to be a full-fledged team of [[TheUndead Necris]], returning from ''VideoGame/UnrealTournament''. All that remains from it are two separated player characters (Thannis and Kragoth) from the ''[[DownloadableContent ECE Bonus Pack]]''.

to:

* According to [[http://web.archive.org/web/20030812160559/http://www.gamespy.com/e32003/preview/pc/1002531/ an early interview]], preview]], there was going to be a full-fledged team of [[TheUndead Necris]], returning from ''VideoGame/UnrealTournament''. All that remains from it are two separated player characters (Thannis and Kragoth) from the ''[[DownloadableContent ECE Bonus Pack]]''.



* Scion Studios was creating maps for the game before pulling off.

to:

* Scion Studios was creating maps for the game before pulling off. There were nearly 30 maps that got cut.



* There were plans to introduce a non-Liandri " Tech" style for the maps.

to:

* There were plans to introduce a non-Liandri " Tech" "Tech" style for the maps.



* Among the final game's files, there are some assets pointing to a CaptureTheFlag map called [=CTF-MetalStorm=]

to:

* Among the final game's files, there are some assets pointing to a CaptureTheFlag map called [=CTF-MetalStorm=]
[=CTF-MetalStorm=], which was never released in any form.



to:

* According to [[http://web.archive.org/web/20030812160559/http://www.gamespy.com/e32003/preview/pc/1002531/ an early interview]], there was going to be a full-fledged team of [[TheUndead Necris]], returning from ''VideoGame/UnrealTournament''. All that remains from it are two separated player characters (Thannis and Kragoth) from the ''[[DownloadableContent ECE Bonus Pack]]''.


* 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.

to:

* There was going to be a teamless Domination variant. 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.


Added DiffLines:

* Epic Games' artist Alan Willard wished for more Assault maps to be shipped with the main game, however he revealed they had to compromise because making maps for the gametype is "really hard". According to him, making one is like "making a single player map in the size of a Deathmatch map".


* The Blitz gamemode had the working name "Flag Run", the remains of this name are located in the FR- prefix of its maps.



* Liandri Robots were also going to be included very late into development, but by the time they could have appeared, Epic dedicated all of its resources into ''VideoGame/Fortnite Battle Royale'' and halted development on ''[=UT4=]''.

to:

* Liandri Robots were also going to be included very late into development, but by the time they could have appeared, Epic dedicated all of its resources into ''VideoGame/Fortnite ''VideoGame/{{Fortnite}} Battle Royale'' and halted development on ''[=UT4=]''.



to:

* Due to their presence in the default map lists ([[GameBreakingBug with some nasty consequences]]), the maps DM-Hardcore and DM-Revenant were meant to be shipped with the game, but ultimately cut. They never made it for neither base game or DownloadableContent.



to:

* Among the final game's files, there are some assets pointing to a CaptureTheFlag map called [=CTF-MetalStorm=]



to:

* [[VideoGame/UnrealTournament Domination]] (or its Unreal Engine 2 counterpart Double Domination) and a race-based gametype called Death Race were considered for the game. Each had one map done for them, at least, called Momentum and Industry, respectively.



* Many maps were dumped from the early pre-Alphas, them being (as of the August 2017 pre-alpha) Flag Run/Blitz's maps Blackstone, [=HighRoad=]; CaptureTheFlag maps [=CrashSite=] (the first asymmetrical map made for the game) Lance and Mine; and Deathmatch maps Column, Kapow, [[NostalgiaLevel MorbiasTest]], Overlord, RGB, Sand, [=SidCastle=] and Vortex.

to:

* Many maps were dumped from the early pre-Alphas, them being (as of the August 2017 pre-alpha) Flag Run/Blitz's maps Blackstone, Blackstone and [=HighRoad=]; CaptureTheFlag maps [=CrashSite=] (the first asymmetrical map made for the game) Lance and Mine; and Deathmatch maps Column, Kapow, [[NostalgiaLevel MorbiasTest]], Overlord, RGB, Sand, [=SidCastle=] and Vortex.




to:

* Vehicles were also under consideration, if the sole presence of a "Vehicles" development subforum is anything to go by.
* Liandri Robots were also going to be included very late into development, but by the time they could have appeared, Epic dedicated all of its resources into ''VideoGame/Fortnite Battle Royale'' and halted development on ''[=UT4=]''.


* Also, this game was going to be the first game using Epicís Unreal Engine 3, but it was changed early in the dev cycle to use the Unreal Engine 2X and be an Xbox exclusive.

to:

* Also, this game it was going to be the first game using Epicís Unreal Engine 3, but it was changed early in the dev cycle to use the Unreal Engine 2X and be an Xbox exclusive.




to:

* Remakes and adaptations of [[VideoGame/UnrealI DmElsinore]], [[VideoGame/UnrealTournament DM-Conveyor]] and [[VideoGame/UnrealChampionship DM-Aqua_Mortis]] were being developed before being scrapped.
* Scion Studios was creating maps for the game before pulling off.
* Among the map files themselves, there were references to cut items such as "large" versions of the Explosive Ammo and Energy Ammo items, "Large" and "Super" Armor items, and a "Shield Booster".
* There were plans to introduce a non-Liandri " Tech" style for the maps.

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