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Difference between revisions of "Unreal Tournament 2003"

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Revision as of 21:43, 9 July 2007

Unreal Tournament 2003, originally named Unreal Tournament 2, was unofficially announced on December 3, 2001. It was officially announced by Infogrames (now Atari) on January 4, 2002. UT2003 was released to stores on September 30, 2002.

Development

Unreal Tournament 2003 began development as a PC port of the then existing Unreal Championship code for the original Xbox named Unreal Tournament 2. Initially, the game continued development alongside Unreal Championship and the two games were expected to be released around the same time in the summer of 2002. However, after E3 2002, it became clear to Epic that Digital Extremes was not going to be able to deliver both games while working on them in tandem, so they took over the development of UT2003.

Around this time in the summer of 2007, someone working for ATI, who had received a pre-release copy of UT2003 to demo their new hardware, leaked it onto many popular P2P programs.

Also around the time Epic took over the development of UT2003, Mark Rein began reporting that the demo would be out in "around two weeks". Every two weeks he would come back and say "it's going to be at least two more weeks". This led to a variety of jokes regarding Mark Rein and "two weeks". When the demo was actually nearing completion in mid-September, 2002, CliffyB set up a webcam that was pointed at a sign on the wall of Epic's office stating that the demo would be done in so much time, eventually coming down to hours.

Within a couple weeks of the demo being released, the game went gold to much displeasure from the fans who were expecting Epic to spend more time fixing bugs that were being reported before the game was released on September 30, 2002.

Demo

The demo for the game saw massive initial success. Most download records at the time were broken upon it's release.

The demo was released with two deathmatch maps Antalus and Asbestos, one CTF map Citadel, and a Bombing Run map Anubis.

There were many small changes made between the demo and the retail version of the game. One of the largest of these changes being modifications to the link gun.

Reception

While Unreal Tournament 2003 saw massive initial success, with the release of the demo actually slowing down the internet by up to 73%, it was not well received by fans of the series. The game did receive mostly high scores and positive reviews, however many fans of the series thought the new gameplay features detracted from the fun of the original game and stopped playing.

Critiques of the game mostly often included double jumping, dodge jumping, the inclusion of adrenaline and the overall reduction in damage and effectiveness of all of the weapons aside from hitscan. A few months after the release of the game, a fairly strong, small community rose up around the game and lasted until the release of Unreal Tournament 2004.

Releases and Formats

Unreal Tournament 2003 had only one release. It was published by Atari and released to stores on September 30, 2002.

Other Unreal Tournament games have been released in a variety of formats, however UT2003 was skipped over even for the Unreal Anthology since almost all of it's content was also included in UT2004.

Engine

Music

Weapons

Characters

Malcolm

Xan

Gametypes

Maps

DeathMatch

  • Antalus
  • Asbestos
  • Compressed
  • Curse
  • Flux2
  • Gae
  • Insidious
  • Leviathan
  • Oceanic
  • Phobos Moon 2
  • Plunge
  • Serpentine
  • Tokara
  • Training Day

Double Domination

  • Core
  • Outrigger
  • Ruination
  • Scorched Earth
  • Sepukku Gorge
  • Sun Temple

Bombing Run

  • Anubis
  • Bifrost
  • Disclosure
  • Kalendra Ice Fields
  • Skyline
  • Slaughterhouse
  • Twin Tombs

Capture the Flag

  • Chrome
  • Citadel
  • December
  • Facing Worlds 3
  • Geothermal
  • Lost Faith
  • Magma
  • Maul
  • Orbital 2

Differences Between 2003 and 2004

Unreal Tournament 2004 sought to remedy some of the complaints with the gameplay in Unreal Tournament 2003. One of the most influential changes to the core gameplay was change in the weaponswitch speed. This change prevented players from switching weapons quickly in order to increase their rate of fire.

References

See Also