Fatal1ty has just shared a 20-minute gameplay from the pre-alpha build of Unreal Tournament. Naturally, this footage does not reflect the final product. Gameplay wise, Unreal Tournament looks similar to the first game. Those interested can download the public pre-alpha build from here. Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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I had no idea Fatal1ty was still active.
Looking Good in it’s current state
Gameplay looks nice :), but I would prefer ut99 weapon models :P, now they look like toys 🙁
For the love of God , this is pre alpha . Most of the stuff here is placeholder . Final game won’t look like this at all . Not even close .
I know what Alpha is, there’s no attetnion to graphic in that early stage. But just after looking at this art direction, I have a feeling, that weapons and their models will not change that much in final release. But lets hope I’m wrong 🙂
Me too…but I play UT99 every once in a while.
Will it be 1080/60 fps or will more like a console mongloid ?
It’s a PC game, the performance will vary depending on your hardware and settings. Duh.
amen!
q3a or even q2 have much better flow
It’s not even an *alpha* yet so it might be a little early to judge…
i judge it by what previous ut games have been, the movement does not flow like in q3a, even with wall-jump dodging it’s still not smooth. You run a little, dodge, run a little dodge, you cannot pick up speed from jump to jump.
True, the physics behind player movement in UT are a lot simpler. 2K4 compensated for this by letting you chain dodge jumps and in general move really fast relative to your size. I would prefer a Quake 3/Live type system where momentum accumulates over time but with the dodge system instead of air strafing. Basically all they need to do to accomplish this with UT4 is increase the “sprint” speed (your speed does build over time already), that is the speed at which you stop accelerating, and make sure that you KEEP this speed when you dodge or jump. Currently it seems to be reset but I’ve seen some intersting prototypes for movement on this channel:
https://www.youtube.com/watch?v=ycASrC2y538
Go to 4:03 to see a movement prototype where dodging will “boost” you, potentially to top speed. Now if top speed were still increased a little I think this system could result in a Quake-like feel to movement without reverse engineering id tech’s air strafing bug.
so the way i would want it to be is have the same movement from uk2004, the wall double dodges and everything, keep more speed on landing from dodges, to combine into a strafe jump and gain accel, make each forward strafe jump increase your speed. So keep more speed on landing from dodges + ut2k4 movement + q2 strafe jump accel. What kills it now is the movement is fragmented between barely running and the slight increase you get while dodging, dodge +jump or wall dodge+ jump in the direction you want to go. Thing is landing resets your speed to that of running if the momentum would be kept and increase with each consequent jump it would have more flow.
Yea, too bad.
They’re both cool. I like UT more because of the interesting locations and dual-fire weapons. But Quake is beautiful for its purity. It’s vanilla, but vanilla in that it’s sort of the distilled perfection of the very idea of deathmatch.
Jesus, daphne’s butt must be seriously sore.
Well, Carmack abandoned us. Don’t have much to do aside from waiting for Quake Live to come to Steam.
Carmack left his engine source code to the PC community.
Well, he had to, he didn’t own it. It just won’t be the same without him.
Of course he owned it, he was Co-founder of id Software and built the quake/doom engine.
No, actually all property of his (and everyone else) at id was owned by the “mother company” Zenimax.
No, before Zenimax acquired id Software, Carmack released the quake and doom engine source code to the public.
https://github….com/id-Software/Quake
https://github….com/id-Software/Quake-III-Arena
That’s the old stuff, unfortunately that doesn’t include any of the new stuff from the new id tech 5/6 engines. Even outside of Github, the world has had access to that source for many years. I know people have been using the Q3 code since around the time Windows Mobile 5.1 came out, when people where putting Q3 ports on the HTC Fuze/Touch Pro over on XDA-developers.com
Does anyone know how he keeps his vertical mouse movement so even or slow or limited?
Often in game config files vertical and horizontal mouse sensitivity are separate- even if you don’t get that option in the in-game options.
You can actually play the alpha yourself. Not much to it, but it was neat to take a look:
http://www.destructoid.com/oh-hey-you-can-be-playing-the-new-unreal-tournament-right-now-279517.phtml
Looks amazing .Thanks for sharing .