Unreal Tournament (PC, 1999)
Unreal Tournament |
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Developers: Epic Games,
Digital Extremes,
Westlake Interactive (Mac OS Classic) This game has unused areas. This game has a prototype article This game has a prerelease article |
Unreal Tournament is Unreal with a focus on multiplayer and a lot of mods and custom levels.
Contents
- 1 Sub-Pages
- 2 Leftover Unreal Content
- 3 Unused HUD Elements
- 4 Unused Weapon Details
- 5 Unused Level Parts
- 6 Unused Music
- 7 Unused Music Tracks
- 8 Unused Sounds
- 9 Level Preview Differences
- 10 Early Xan Kriegor name
- 11 Unused Minigun Arena Mutator
- 12 Armor Texture Hidden Text
- 13 DM-Codex Easter Egg
- 14 PowerVR Support
- 15 Version Differences
- 16 Localization Strings
Sub-Pages
Prototype Info |
Prerelease Info |
Unused Skins Very different skins for the Necris characters and earlier versions of the Blood Reavers skins! |
Unused Textures Lots of unused textures are hiding in UT99. NSFW content inside! |
Leftover Unreal Content
EVERYTHING from the original Unreal is included in UT, except for the maps and music. Code, monsters, sounds, weapons, models... all present, accounted for, and fully operational. This seems to be a holdover of UT originally being developed as an Unreal expansion pack, and kept as an easy way to provide backwards compatibility with old DM maps and mods, a resource for mod makers, and due to Epic being lazy and reusing the same engine.
Unused HUD Elements
UDamage Icon
A very early UDamage icon can be found in botpack.u. The icon is shaped like the HUD icons in Unreal. The UDamage itself is interesting, as it uses a texture not seen in the final game. Instead of being gold, the center of the UDamage is red, while the rim of it is a brown-ish stone texture. This icon, along with the UDamage design, can be found in Botpack220, making it a very early leftover.
Antigrav Boots
An early Antigrav Boots HUD icon can also be found in botpack.u. The icon uses Unreal 's Jump Boot icon, but has a blue background instead of Unreal's dark stone texture as a background. It can be found in Botpack220's files.
Green and Gold Flag Icons
Icons for green and gold team flags are in botpack.u. These seem to suggest that there was supposed to be green and gold teams available in CTF at one point. Like the previous HUD textures, these can be found in Botpack220's files. However, as of Version 222, which is a fairly early prototype, there isn't any support for this. This suggests that the green and gold team in CTF were scrapped early and nobody bothered to remove the icons.
Red and Blue Dots
Tiny red and blue dots are found in botpack.u. In the Version 222 prototype and some pre-release videos, these icons are used to designate who is holding the flag on the scoreboard in CTF.
Unused HUD Mugshots
A collection of various HUD mugshots with transparency instead of a black background can be found in Faces.utx. The package only has mugshots for Xan, the necris, the Blood Reavers, and the Dark Phalanx, suggesting it was made before the final roster was completed.
Default HUD Mugshot
If the player is using a skin that does not have a mugshot defined, the game will use a black and white picture of CliffyB, one of the game's designers, as a placeholder. This picture is also used in an easter egg in DM-Codex.
Unused Weapon Details
Enforcer Reload Animation
A reload animation for the Enforcer can be found in its model file. In the Version 222 prototype, the Enforcer has to be reloaded after 20 shots are fired.
Ripper Blade
An early razor blade fired by the Ripper can be found on one of the Ripper's textures. This blade looks a lot like a giant CD. It doesn't look very cool, which is likely why it was removed and replaced with the blade seen in the final game.
An early video shows the Ripper with the old razor blade.
Unused Ripper disk texture | Early Ripper |
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Unused Level Parts
DOM-Bullet
Past DOM-Bullet's boundaries is a small piece of the map that isn't connected to the rest of the map. It consists of two very small rooms with light fixtures on the wall that have a metal shaped-beam bridging the gap between the two rooms. What this was supposed to be for is unknown.
DOM-Olden
Past the Middle control point is a strange 3D shape that looks vaguely like a tornado. It doesn't use any of the textures seen in DOM-Olden and doesn't appear to have any purpose. Even stranger is that the mystery shape does not appear in the DOM-Olden found in the Version 222 prototype, so it was added between March and November, when the game was officially released.
Unused Music
A few music tracks that aren't used in any official map for the PC release exist in the game's files.
Room of Champions [Credits.umx]
Organic [Organic.umx]
Save Me [Savemeg.umx]
The only major difference from [SaveMe.umx] is the percussion theme in the 0:06.5-0:19.5 segment.
Unused Music Tracks
Several unused patterns also exist within the songs. Below are the most interesting of these.
Colossus (Michiel) [Colossus.umx]
Unused intro patterns.
Mission Landing [Mission.umx]
Unused ending patterns.
Skyward Fire [Skyward.umx]
Unused patterns. Sound very different from the used patterns.
BOTPACK #9(By Michiel) [Botmca9.umx]
Unused | Used |
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Unused patterns that create a significantly extended version of the song.
Unreal Tournament Title [Uttitle.umx]
Unused | Used |
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Unused patterns from an early version of the intro theme.
Unused Sounds
Unused Assault Mission Briefs
Inside botpack.u are voice-overs explaining the goal of the map for the attackers in AS-HiSpeed, AS-Oceanfloor, and AS-Overlord.
Some of these voice-overs are used in Version 222.
AS-Hispeed
Alright people, our goal is to take control of this train. Proceed as fast as possible to the front cabin, where you must toggle the operational switch on the main control. Good luck!
Alternate AS-Hispeed Voice-over
The files contain another version of the AS-Hispeed voice-over called "motiveTrain". This one has a slightly softer voice tone from the same voice actor and is worded differently.
Unused Voice-over | Used Voice-over |
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Unused Voice-over | Used Voice-over |
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Alright people, our goal is to stop this train.
Proceed as fast as possible to the front cabin where you must knock out the main control. Good luck! |
Alright people, our goal is to take control of this train.
Proceed as fast as possible to the front cabin, where you must toggle the operational switch on the main control. Good luck! |
AS-Oceanfloor
Good evening, people! Your mission tonight is to assault the underwater base located just below our sub. To take control of the base, you must first find and disable its four computer terminals. Good luck!
AS-Overlord
All right men, the D-Day troops will be arriving shortly and our task is to take out the long-range cannon guarding this beach. We'll proceed past the enemy defenses to a large cavern deep inside the cliff walls which houses the cannon and its control room. Destroy the equipment and the control room to render the cannon useless.
One thing to note is that the briefing mentions destroying unspecified equipment and the control room. In AS-Overlord, the attacking team just needs to shoot the control room's panels to win.
Callsigns
At one point, characters were supposed to be assigned callsigns based on the Joint Army/Navy Phonetic Alphabet used by the US military until 1955. These would be used to mention someone by voice when a command was given. For example, if the player tells Archon the bot, whose callsign is "Baker", to defend the base, the human player would automatically say "Baker, defend the base" after selecting the command. These were scrapped before the final game was released, but the sound effects are still in each character's voice package. In the final game, no name is mentioned when a player issues a command.
Callsigns are used in the Version 222 prototype.
Female1
File Name | Track | Transcript |
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F1abel | Able | |
F1baker | Baker | |
F1charlie | Charlie | |
F1dog | Dog | |
F1easy | Easy | |
F1fox | Fox | |
F1romeo | Romeo | |
F1tango | Tango | |
F1victor | Victor | |
F1zulu | Zulu |
Female2
File Name | Track | Transcript |
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F2abel | Able | |
F2baker | Baker | |
F2charlie | Charlie | |
F2dog | Dog | |
F2easy | Easy | |
F2fox | Fox | |
F2romeo | Romeo | |
F2tango | Tango | |
F2victor | Victor | |
F2zulu | Zulu |
Male1
File Name | Track | Transcript |
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M1abel | Able | |
M1baker | Baker | |
M1charlie | Charlie | |
M1dog | Dog | |
M1easy | Easy | |
M1fox | Fox | |
M1romeo | Romeo | |
M1tango | Tango | |
M1victor | Victor | |
M1zulu | Zulu |
Male2
File Name | Track | Transcript |
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M2abel | Able | |
M2baker | Baker | |
M2charlie | Charlie | |
M2dog | Dog | |
M2easy | Easy | |
M2fox | Fox | |
M2romeo | Romeo | |
M2tango | Tango | |
M2victor | Victor | |
M2zulu | Zulu |
Xan Kriegor
File Name | Track | Transcript |
---|---|---|
Babel | Able | |
Bbaker | Baker | |
Bcharlie | Charlie | |
Bdog | Dog | |
Beasy | Easy | |
Bfox | Fox | |
Bromeo | Romeo | |
Btango | Tango | |
Bvictor | Victor | |
Bzulu | Zulu |
Unused Taunts
Three unused taunts can be found in the game's files; two from the Male1 soundpack, and one from Xan Kriegor's soundpack. There doesn't seem to be any specific reason why the Male1 sounds were cut, but Xan's might've been cut because it doesn't fit his character.
Speaker | Track | Transcript |
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Male1 | It's clobberin' time! (used in Version 222 prototype) | |
Male1 | Suck it down! | |
Xan Kriegor | You jack off! |
Unused Announcer Clips
Several unused announcer sound effects are buried in the announcer's voice pack. The unused clips appear to be a mix of announcing regular events in a match (like reaching first place in a match), single-player specific sounds, and an unused killing spree announcement. The most interesting sound clips are ones hinting at mechanics that do not exist in the final game, like an assist system.
Transcript | Track | Notes |
---|---|---|
Assist! | There isn't an assist system in the final game. | |
Capture! | Probably played when a flag was captured in CTF, but if it was meant to play for everyone, a certain team, or the person that captured the flag is unknown. | |
You have failed to proceed. | Might've been used if a single player ladder match was lost. | |
Last Place! | N/A | |
Lost the lead! | N/A | |
Nice catch! | There isn't any sort of catching system in the final game, unless grabbing a falling flag is considered catching. | |
Prepare for battle! | Likely played before a match. | |
You may proceed. | Probably played when the player won a single player ladder match. | |
Taken the lead! | N/A | |
Triple kill! | Likely replaced with "Multi kill!". |
Unused Flag Capture Sound
CaptureSound.wav is an unused sound meant to play when the flag was captured in CTF. It is a brief guitar riff. This sound file can be found in Botpack220 and is used in the Version 222 prototype.
Unused Domination Sounds
Two unused sounds can be found in the Domination section botpack.u. The sounds appear in Version 222 and are unused.
File name | Track | Notes |
---|---|---|
ControlSound | Might've been used as a sound for a nearby control point. | |
WarningSound | N/A |
Unused Male Death Sound
Deathc52.wav is an unused death sound for the male player models. This sound is used in the Version 322 demo, but is not played in the latest demo and the final game.
Level Preview Differences
Some of the level preview screenshots show earlier versions of a level. Most of these earlier versions can be seen in the Version 222 prototype.
CTF-Face
The Blue base uses darker textures. V222 reveals that these are from the Crypt2 texture package.
Preview screenshot | In-game screenshot |
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CTF-Lavagiant
The Blue base has different textures and the ground texture is darker and rockier-looking.
Preview screenshot | In-game screenshot |
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DM-Grinder
The red lights are less vivid than they are in the final version of the map.
Preview screenshot | In-game screenshot |
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DM-Oblivion
The left path in the crate room has two metal slopes on its sides. A small bit of the skybox can be seen on the far left, which shows the sky as a blue-wavey pattern instead of outer space.
Preview screenshot | In-game screenshot |
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DOM-Cryptic
The Gargoyle control point is in front of the door that leads to the teleport exit, not to its left.
Preview screenshot | In-game screenshot |
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DOM-Gearbolt
The preview screenshot doesn't have the upper path to the Bridge control point in the acid room and doesn't have the cubby hole with items in it.
Preview screenshot | In-game screenshot |
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DOM-Ghardhen
The right doorway does not have a walkway that connects it to the upper part of the engine room and the door uses a door texture from Unreal's mine texture set.
Preview screenshot | In-game screenshot |
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DOM-Leadworks
The room leading to the Storage control point has tan bricks instead of grey bricks.
Preview screenshot | In-game screenshot |
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Early Xan Kriegor name
The package "faces.utx" contains an unused mugshot of Xan that calls him "Bane" instead of Xan.
Unused Minigun Arena Mutator
Code for an unused Minigun Arena mutator exists in botpack.u.
Armor Texture Hidden Text
The Armor's texture sheet has "Unreal Tournament" written in the margins.
DM-Codex Easter Egg
There is an easter egg in DM-Codex featuring Cliff "CliffyB" Bleszinski, one of the level designers behind UT99. In order to access it, go into the room with the four paths meeting at one point. Look for the stairway that has a rocket pack to its right. Go up the stairs and look for the small glass shapes on each side of the wall. Shoot them, then go into the center room with lava at the bottom. Go to the path that has an elevator on the right. Past the elevator is an opening that leads to a small room with CliffyB's face and “Pretty fly...” underneath him. Staying in the room will constantly damage the player. Shooting the “Pretty fly...” will turn it into “(for a white guy!)”. Shooting the text again will revert it back to “Pretty fly...”.
Of note is that CliffyB designed DM-Codex.
PowerVR Support
Unreal Tournament, like most Unreal Engine 1 games, uses a plugin system for its renderer, so as to allow more flexible support for multiple video card types. Interestingly enough, the PowerVR SGL plugin, while dummied out, is present, compiled for Unreal Tournament, and works fine with minor bugs on versions of the game before the v428 patch (the skeletal animation support breaks it). Of course, you actually need to HAVE a PowerVR card to use it, and you'll need to have Kernelex 4.5.1 installed and the game set to Windows 98SE compatibility mode.
Version Differences
The Dreamcast version of the game (including the prototype) has additional instrumentation in the song "Go Down", as well as a section of "Organic" that sounds different, as illustrated in the following videos. While it was initially speculated that the Dreamcast songs might sound this way due to having the original quadraphonic channels on the tracker files downmixed to stereo (whereas on the PC, the additional channels won't play), but use of OpenMPT to analyze Go Down (by saving a quadraphonic file) shows that the additional channels do not contain the Dreamcast instrumentation. It's possible that Alexander Brandon may have provided a different version of the song to be used for the game instead.
Kuokka77 (Amiga/tracker Youtube archivist) reportedly e-mailed Alexander Brandon, who did not recall submitting a special version.
Localization Strings
Dated between July 7, 1999 and October 30, 1999, roughly between 1-4 months before the game was released, the Spanish/French/Italian localizations may not really work well with the game, having untranslated strings, mistranslated strings, and all kinds of errors in both text and audio. That said, they do reveal interesting tidbits about the early-to-mid development periods:
- All retail Capture the Flag maps, DM-Peak and DOM-Tutorial were some of the earliest maps.
- AS-Guardia, AS-Mazon, AS-OceanFloor, AS-Tutorial and DOM-Ghardhen were the last maps to be translated. DM-StalwartXL wasn't translated at all, despite having a translated version in DM-Stalwart, which may be a cue about it being the last developed map prior to going gold.
- From Botpack.est/frt/itt: DM-Zeto was going to be the tenth Deathmatch map while DM-Tempest was going to be the third Challenge map. In the final game, the roles are reversed: DM-Tempest is the tenth map of the retail ladder (and twelfth map of the GOTY ladder), while DM-Zeto is the third map of the Challenge ladder. (Source: https://unreal.fandom.com/wiki/Unreal_Tournament_Single_player#PC_Walkthrough_(Retail_&_GOTY) )
[LadderDM] (...) MapTitle[9]=Estación Zeto (...) MapDescription[9]=La corporación Liandri, con el fin de recuperar las pérdidas acumuladas tras un proyecto fallido de investigación en la luna ártica de Coret, ha convertido este puesto avanzado congelado en un campo de batalla para el torneo.
[LadderChal] (...) MapTitle[2]=Tempestad (...) MapDescription[2]=La instalación "Tempestad" fue diseñada específicamente como campo de batalla para el torneo, e incluye numerosos niveles y diminutos lugares secretos. Situada en lo alto de la ciudad reconstruida de Nueva York, en continuo crecimiento, sirve además como centro de entrenamiento personal para Xan Kriegor."
- From Botpack.est/frt/itt: In the demo ladder, you were meant to fight Darhl thrice, the first time during the first rung. In the final demo, you fight Darhl twice, without being informed of who he is (just the game telling you that "somebody helped pull him off"), and in the final game, just once (the actual introduction). For the record, the description even matches Darhl's introduction in the final game's Deathmatch ladder. (Source: https://unreal.fandom.com/wiki/Unreal_Tournament_Single_player#PC_Demo_Walkthrough)
[RatedMatchDMDemo1] (...) BotClassifications[4]=Psicótico (...) Bio[4]=El torneo ha adoptado una política de hacer la vista gorda al dopaje, y Darhl es uno de los que abusa frecuentemente de sustancias estimulantes. Tiende a luchar de forma errática, y a desechar armas de largo alcance en favor de un martillo de lucha cuerpo a cuerpo.
- From Botpack.est/frt/itt: While the final demo ladder had a small Deathmatch ladder (DM-Turbine, DM-Phobos, DM-Morpheus and DM-Tempest), and single-matches Domination (DOM-Sesmar) and Capture the Flag (CTF-Coret) ladders, that wasn't the original plan. The Deathmatch ladder was meant to have six maps (DM-Zeto, DM-Peak, DM-Gothic, DM-Phobos, DM-KGalleon and DM-Conveyor) while the Domination ladder was meant to have five (DOM-Sesmar, DOM-Cinder, DOM-Condemned, DOM-Olden and DOM-MetalDream), and there was no Capture the Flag ladder in sight. Notably, DM-Gothic, which was eventually excluded from the retail and GOTY ladders, had no description, despite the official Unreal website during that time having an actual description for the map.
[LadderDOMDemo] MapTitle[0]=Sesión de aprendizaje de Dominación MapTitle[1]=Tumba de Sesmar MapTitle[2]=Fundición de carbón mineral MapTitle[3]=En ruinas MapTitle[4]=Antiguo acuífero MapTitle[5]=Sueño de metal MapDescription[0]=Familiarízate con los sistemas y las reglas básicas del modo Dominación en este campo especial de entrenamiento. Pon a prueba tus habilidades compitiendo frente a un equipo enemigo inexperto antes de pasar al torneo propiamente dicho. MapDescription[1]= A pesar del gran número de protestas procedentes de diversas partes del mundo, este monumento pasó a ser propiedad de Liandri. Jerl Liandri, presidente de la corporación minera, declaró: "Nuestra obligación es ofrecer a la gente espectáculos culturales de calidad. No debemos conformarnos con menos." MapDescription[2]= Esta fundición de carbón mineral se cerró debido a diversos accidentes, en los que docenas de piernas quedaron mutiladas y varios empleados fueron chamuscados. Tras esto, se puso a subasta, cayendo rápidamente en poder de un avispado buscador de instalaciones que pertenecía a la organización Liandri. MapDescription[3]= Esta zona, que corresponde a uno de los barrios más pobres de la ciudad, ha servido de sangriento escenario a un gran número de luchas entre distintas bandas. Los organizadores de la corporación Liandri esperan que vuelvan a producirse contiendas en el área, pero esta vez como campo de batalla de Dominación. MapDescription[5]= ]="Esta plataforma petrolífera se ha convertido en un campo de batalla de Dominación. Se encuentra en Alaska, donde han tenido lugar extraños fenómenos meteorológicos. Utiliza su arquitectura para dominar a tus adversarios." [LadderDMDemo] MapTitle[0]=Sesión de aprendizaje de Dominación MapTitle[1]=Estación de hielo Zeto MapTitle[2]=Monasterio del pico MapTitle[3]=Catedral gótica MapTitle[4]=Fobos MapTitle[5]=Galeón Koos MapTitle[6]=Transportador MapDescription[0]= Familiarízate con los sistemas y las reglas básicas del modo Dominación en este campo especial de entrenamiento. Pon a prueba tus habilidades compitiendo frente a un enemigo inexperto, antes de pasar al torneo propiamente dicho. MapDescription[1]= La corporación Liandri, con el fin de recuperar las pérdidas acumuladas tras un proyecto fallido de investigación en la luna ártica de Coret, ha convertido este puesto avanzado congelado en un campo de batalla para el torneo. MapDescription[2]= Construido en un principio por los monjes Nipi del Nepal para escapar de la degradación moral reinante, este bello y pacífico lugar fue en su día un centro de meditación; hasta que Liandri lo adquirió con el fin de crear el perfecto ambiente para el torneo. MapDescription[3]=... MapDescription[4]= Esta estación espacial alienígena se encuentra entre Marte y su satélite Fobos; de ahí que gire tan frenéticamente. Por suerte, los generadores de gravedad funcionan todavía lo suficiente como para que la acción de la modalidad de Combate mortal se desarrolle con gran rapidez. MapDescription[5]= Los indígenas que habitan el mundo Koos son seres acuáticos, de ahí que este antiguo galeón represente para ellos el campo de batalla ideal. MapDescription[6]= Esta refinería constituye un campo de batalla de gran equilibrio. Dado el gran número de niveles que forman su cámara central, los combatientes que luchan en ella deben permanecer en alerta continua, mientras que la cuba de fundición los mantiene "calentitos".
"Once the home to an eccentric billionaire, this Palace was foreclosed upon and sold for tourney purposes when the owner made several bad investments in illegal Tarydium mines and lost the shirt off his back when the operation was exposed. It is by sheer coincidence that the carpeting is red; it matches the blood stained walls appropriately."
- From Botpack.est/frt/itt: The "Instant Rockets" mutator is absent in the headers and, as a result, it doesn't appear in the Mutators menu. This may be a signal that it was among the last mutators to be added to the game prior to going gold.
- From UTMenu.est/frt/itt: The Jump Match mutator originally was going to be solely a server-side configuration.
[UTRulesCWindow] JumpMatchText=Partida de saltos JumpMatchHelp=Si se marca esta casilla, los jugadores podrán saltar muy alto.
The Unreal series
| |
---|---|
Main series | |
Windows | Unreal (Prototypes) • Unreal II: The Awakening |
Mac OS Classic | Unreal (Prototypes) |
Unreal Tournament | |
Windows | Unreal Tournament (1999) (Prototypes) • Unreal Tournament 2003 |
Mac OS X, Linux | Unreal Tournament (1999) (Prototypes) • Unreal Tournament 2003 |
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