Unreal offers a complete world for you to roam -- a world of incredible beauty and realism with the most detailed environments ever to grace your PC screen. In one seamless flowing world, race across vast outdoor and indoor environments, enter enchanting cities, mysterious temples, glittering mines, shattered ships, and crystal clear waters. Unreal delivers this cutting-edge realism on computers using a Pentium 166 or higher. And for those of you lucky enough to have a Pentium II, MMX technology or a video accelerator, the Unreal realms will become your reality.

Not that it’ll be easy: with Unreal's array of fierce new fully polygonal enemies stalking your every move, it’ll be a struggle just to survive. You’ll have some help, of course: with an arsenal of incredible new weapons at your disposal, you should at least have a fighting chance against the Skaarj and their allies. But with over 300 frames of animation apiece, and monster AI (that's Artificial Intelligence to you) from Steve ("ReaperBot") Polge, your adversaries will be smarter, meaner, and more alive than any you’ve ever faced. Which means that just when you think you've got them beat, they'll retreat, team up, and take you out later.

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About Salvage Storm with 0 comments by ProblemSolva on Oct 16th, 2014

Overall Terrain Oct '14 Development Shots

I've taken the time to make terrains in for the mod. It's because I want the player to travel long distances on foot. I made the terrain and add the new decoration I've created for them. There will be alot more detail then this screen shot however the gameplay on how the player travels matters before adding the detail. It's very easy to place detail in any maps during the the first UnrealEd. I just happened to find that it's the first time to do model curvy terrain. Unlike future generations of the Unreal Engine, they have a much more easy to use interface and stable handling to create terrains however staying true to making this mod happen to what I want, I had to do it the old fashion way. It's worth it because it may look empty at first however when I start putting all the models and textures in, it will start looking like something.

Textures Horse - Oct '14 Development Shots

Of course, there will be alot more detail then this however gameplay matters before adding the detail. It's very easy to place detail in any maps. I just happened to find that it's the first time to do the terrain. Unlike future generations of the Unreal Engine, they have a much more easy to use interface and stable handling to create terrains however staying true to making this mod happen to what I want, I had to do it the old fashion way. It's worth it because it may look empty at first however when I start putting all the models and textures in, it will start looking like something.The good news is that it does feel like it's paid off. I actually have ideas to feel the terrain pictured with natural elements as challenges, such as having a quicksand zone to slow the player down. If the Unreal engine already has Lava Zones and Water Zones, which have different physics which react for the player, it allows me to think about new elements to put into the mod to make them feel different and from the original Unreal Gold game.

Cowboy Hats - Oct '14 Development Shots

 Models are another challenge. I'm very experienced in 3D modelling and producing models for myself are alot more quicker then it seems. Here's some screens of a horse and a cowboy hats. Just to note that the cowboy hats were both coded to be different textures to fit the editor aswell. There other examples were the original Unreal development team where they used the same model and object but created different variations of the object in terms of color or style, the greatest example being the book found in the original Unreal game. I coded the cowboy hats in the same way to produce different color variations. 

 Textured Horse - Oct '14 Development Shots

The horse was the toughest model. Maybe for the entire mod. A reason why I modelled this first over any other object? I truly think the horse is the most important model in the entire mod because the player needs to travel from level to level. It will create that feeling of travel in the mod. It's just that imaginative feeling that the horse is there so the player wouldn't feel as isolated in the world then they seem when travelling into the model. Unfortunately there's no animation to do with this horse yet however it was more of a test to see if I can actually model a decent enough horse and not just say that there will be a horse in the mode. Animation is alot more easier then it looks thankfully. This is why it's taken a while to post an update because 'taming' the horse was a challenge.

Night Cabin Oct '14 Development Shots

Other splits to make taking a walk-though tour for this mod that I enjoyed and seeing was having one map being sunlit and the other being set in the dark. I think it really allows the player to journey thru the game and have the split between each level to tell it's story. of course, there's dawn and dusk that I want to play with aswell.

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Client Edit Demonstration
Unreal

Client Edit Demonstration

Jun 15, 2014 Salvage Storm Demo 1 comment

This file has been updated from 'Wild West Mod Concept' to 'Client Edit Demo'. Experience the Wild West in the Unreal Engine. This is a concept of booting...

Unreal HD Weapons
Unreal

Unreal HD Weapons

Jan 26, 2014 Unreal Full Version 7 comments

Quick Description: HD Weapons for 227 is a mod I am developing utilizing 227 specific features in order to bring the stock weapons of Unreal more up-to-date...

Chronicles of Weedrow vol1
Unreal

Chronicles of Weedrow vol1

Nov 21, 2013 Chronicles of Weedrow Full Version 1 comment

Download provided by Delacroix, thanks for reoploading this, as I could upload it in here. This contains the full version of the adventure for Unreal...

Hotfix for the masking problem with Krall under ol
Unreal

Hotfix for the masking problem with Krall under ol

May 2, 2013 Unreal PSX Rework - Rise Of Jrath Script 0 comments

Hotfix for the masking problem with Krall under oldskool.

UnrealPSX_E1P1
Unreal

UnrealPSX_E1P1

May 1, 2013 Unreal PSX Rework - Rise Of Jrath Demo 2 comments

This demo contains the first part of the planned game. Unreal Gold or Unreal Tournament required to run it.

AR Beta-Demo
Unreal

AR Beta-Demo

Apr 24, 2012 Another Reality Demo 1 comment

Playable part of created content for AR. It contains ~9 maps.

Post comment Comments  (0 - 10 of 20)
bloodshot12
bloodshot12 Feb 20 2012, 3:31am says:

Amazing game. Such atmosphere. The music gives me chills.

+4 votes     reply to comment
SamVision
SamVision Jan 31 2012, 12:40am says:

This game was truly unreal.

+2 votes     reply to comment
Kyou.
Kyou. Jun 1 2010, 3:35am says:

still sells in new zealand for 20bucks ea and minihendrix gets Unreal UT99 and ut2k4 for 2.18 pfft thats 60bucks all up for me :|

+3 votes     reply to comment
shroomman
shroomman May 25 2010, 4:45am says:

This game is fun!
Best thing is that it even runs on PII, so its no problem to establish an home network.
lots of maps and other stuff you can get for this game!

+2 votes     reply to comment
leilei
leilei Jun 1 2010, 5:30am replied:

considering the PII was the hottest thing in existence at the time of its release it'd be a crime to NOT get Unreal working on the PII.

It does work okay on a P166MMX though, but the difference between a Pentium and Pentium II is night and day, especially with a 3d card it literally slaughters a Pentium that's also equipped with a 3d card.

+3 votes     reply to comment
ShadowFear
ShadowFear May 22 2009, 10:24pm says:

MAY 22ND! MAY 22ND! FIX THE DAMN RELEASE DATE!

+8 votes     reply to comment
kijiki
kijiki Jan 25 2009, 8:01pm buried:

(buried)

Hoooorible graphics, but this is the best game of its time.

-17 votes     reply to comment
Iceelite
Iceelite Apr 25 2010, 4:32pm replied:

thats cuz this game used 1998 technology

+6 votes     reply to comment
1PlayerD
1PlayerD Mar 29 2010, 1:00pm replied:

it was started in 1995,look at the tech demo,if it was released in 1995 it would of looked like that.

+6 votes     reply to comment
1PlayerD
1PlayerD Mar 19 2010, 7:40pm replied:

lol like myst

+3 votes     reply to comment
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Unreal
Platform
Windows
Developer & Publisher
Epic Games
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Official Page
Epicgames.com
Release Date
Released May 17, 1998
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Highest Rated (3 agree) 9/10

Truly a masterpiece.

Sep 14 2010, 8:39pm by asvigny

Style
Genre
First Person Shooter
Theme
Sci-Fi
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Single & Multiplayer
Project
AAA
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Unreal Tournament 3, Released Nov 18, 2007
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Unreal Tournament 2004, Released Mar 15, 2004
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Unreal II, Released Feb 1, 2003
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Unreal Tournament 2003, Released Sep 24, 2002
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Unreal Tournament, Released Nov 19, 1999
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Unreal, Released May 17, 1998
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Latest tweets from @epicgames

RT @utgame: UT on the Launcher with @EntropicDev - @Petenub and mouse fixes, the new Flak Cannon & more! T.co

Oct 18 2014, 9:13am

@Daveycracker80 Very nice of you. :)

Oct 17 2014, 5:05pm

@Axis33Rx Keep at it. Good things will happen!

Oct 17 2014, 5:05pm

RT @UnrealEngine: Wanted at Epic HQ: Awesome Web Product Manager T.co Team photo circa yesterday :-) T.co

Oct 17 2014, 5:00pm

@Skulburn It is, yes. Don't hesitate to reach out to us though!

Oct 17 2014, 4:27pm

We're looking for a Web Product Manager. Come work with us on awesome things! T.co

Oct 17 2014, 4:25pm

RT @utgame: UT community & @deviantART member y2k14 has been creating some amazing wallpaper with the new logo! T.co

Oct 17 2014, 12:20pm

@CainMcCormack We are now. You can check out our statement here. T.co

Oct 16 2014, 3:58pm

@AnimationMerc @still Thanks for the heads up. You can read our thoughts here. T.co

Oct 16 2014, 3:58pm

RT @utgame: Getting ready for the live stream yesterday. Archive coming soon! T.co

Oct 16 2014, 7:28am

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