I'm a dragon without a name. I create maps and mods for Unreal 1, some for UT99 as well when I feel like dealing with the netcode insanity. I am the sole leader\founder\proprietor of the TEAM NOTHING group. Everything I make or do will be obviously related to TEAM NOTHING in some way, how that is though is a mystery in itself. I currently play the following games: Unreal - Interstate '76 + NitroPack - Descent 3 - Unreal Tournament - UT2004 - Nuclear Dawn - Garry's Mod
Pushes GoldSrc to it's limit, something I seen done for Unreal Engine 1.5 every day and that's a damn good thing to see from a mod developer.
The voice acting is rather silly but doesn't make the mood suffer that much. The dark areas are really well done and overall this is probably the best urban setting I've seen in a video game to date.
The instability is a real turn off though, I've played real intensive Unreal 1 and Unreal Tournament (UT99) single player mappacks and never had memory crashes or anything like that, probably one of the reasons why GoldSrc shouldn't be pushed this hard.
The specular effects are rather odd too, bumpmapping doesn't even seem to work well enough that it might as well be turned off. I don't like looking at a odd plastic\orange skinned wall with these odd black dots all over it even if I shine a lightsource at it. Detail texturing would of made a better graphical improvement but that would require actually modifying GoldSrc's renderer internally.
I'm also amazed that rUmPel made a classic "save at this point" system which pretty much all horror games from the console era used to save the game with. It's good at preventing people from constantly saving right before some event so they could cheat avoid from a catastrophe.
I'm crossing my fingers that he and his team are able to patch this mod so it's a bit more on the stable side as GoldSrc, otherwise I wont beable to finish this at all. In the world of 64-bit OS's it's a shame to crash with "out of memory" errors due to 32-bit processes not getting the full memory potential of a 64-bit system.
This is a really amazing mod for UT99. A entire flightsim + tanksim in one roll.
However it has many flaws:
Most prominent is the physics, the tanks don't really look right when
going up any kind of incline and they also seem really awkward to drive.
The jet's are also somewhat hard to control and there's this interesting glitch where if you were to cut your engines and your top speed decreases enough you go into a "Landing" like state and begin to fall, even if you suddenly accelerate and set your thrust to 110% Afterburner you can't break from it and will continue to be falling. As long as you're not about to hit a wall and just the floor you will be completely fine upon hitting ground no matter how high you dropped from.
The weapon loadouts are also sort of mediocre. Tanks have no more than just one type of cannon shell and one type of machinegun you cannot change between HEAT, SABOT, HESH ,etc as far as I know the only cannon shell would be SABOT.. or maybe HEAT I don't know but it's a really limited choice of ammo for the tanks.
There's also only two types of tanks. The MBT and the IFV, I also question the reason for having IFV's in a game with no infantry... There are other tanks but they're unused and improperly skinned.
The bot AI is somewhat both stupid and cheating. The stupid factor is when they SENSE that you have a missile lock and you haven't even fired one they immediately drop their countermeasures wasting them all. If you wait long enough for them to finish that process you can then launch whatever you had locked on and they wont have a chance against it.
The cheating as well as another stupid factor is they always seem to use missiles first instead of try to dogfight with the cannon, this results in new players constantly dying even if they properly deploy CM's the IFV AI will also spam TOW rockets rather than try to fight with the autocannon.
Overall it's worth a try, but play it with friends not bots. The project needs to be revived.
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