Gunreal Trailer 2 (HD)
May 09, 2008 Full Version 1 commentThe second showcase of Gunreal (combining trailers 1 and 2).
Gunreal is a UT2004 mod, completely redoing UT2004's combat and game mechanics with its own weapons and pacing.
It currently features: 14 New Weapons - Weapon-Shopping - Dynamic Inventory Belt - Walk/Sprint Stamina - Dynamic Accuracy - Improved Player Size - New Blood & Gore - Hit Indicator - Smooth Weapon Drag - Grenades, Mines, and Deployable Teleporters
For those who are new to the mod, it essentially builds off UT2004 (though aiming to be its own thing entirely) to bring the weapons and combat to new levels of solidity, power, and feel of relentless destruction. Special care has been put into the explosions, effects, and especially sound design, with the specific intent (and challenge) of putting the feel of combat on a level higher than any other shooter in existence (but only you can tell us if we've succeeded or not).
Since this is NOT UT2004, however, pacing and gameplay is different. Movement is nearly identical to Half-Life 2 and Battlefield 2 (walk/sprint with stamina), and we use a completely original shopping/money system to add an almost RPG-like element of micromanagement and thought to the game. (see the trailer for details) Alongside all the violence and rage, we've put a great deal of thought into the strategy aspects of the game as well, in an attempt to cater to gamers of all play-styles and backgrounds.
- Also, much thanks for the support from fans so far. Reception has been phantasmagoric, and we're greatly motivated to roll forward. :)
So, without any further ado, you can either:
Download Gunreal Beta (homepage link)
or
Watch HD Trailer (this is actually the same link. So head-shot me)
.
3 comments by Dario_D on May 8th, 2008 digg this super bookmark

Gunreal has been patched (see the huge list of update changes), fixing tons of bugs, adding new things, and bringing us a step closer to the final release. (if you stick with the beta process, you'll see the auto-updater bring you to the 1.0 release seamlessly - no extra downloads needed).
Also, much thanks for the support from fans so far. Reception has been phantasmagoric, and we're greatly motivated to roll forward. :) -- For those who are unfamilar with Gunreal, it essentially builds off UT2004 (though aiming to be its own thing entirely) to bring the weapons and combat to new levels of solidity, power, and feel of relentless destruction. Special care has been put into the explosions, effects, and especially sound design, with the specific intent (and challenge) of putting the feel of combat on a level higher than any other shooter in existence (but only you can tell us if we've succeeded or not).
Since this is NOT UT2004, however, pacing and gameplay is different. Movement is nearly identical to Half-Life 2 and Battlefield 2 (walk/sprint with stamina), and we use a completely original shopping/money system to add an almost RPG-like element of micromanagement and thought to the game. (see the trailer for details) Alongside all the violence and rage, we've put a great deal of thought into the strategy aspects of the game as well, in an attempt to cater to gamers of all play-styles and backgrounds.
So, without any further ado, you can either:
Download Gunreal Beta (homepage link)
or
Watch HD Trailer (this is actually the same link. So head-shot me)
The second showcase of Gunreal (combining trailers 1 and 2).
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Currently the heightened size of the players is causing conflicts with levels. There should be a mutator or setting to go back to normal sized players for those of us who want to have total compatibility with all current maps.
The G-60 runs out of ammo so quickly compared to the minigun. Also, I've found the shotgun to be pretty damaging unlike what someone else said, you just have to get point blank with it and it gets to be very fast firing once you figure it out. I do however think that there should be something to tell you the shells you have loaded into the gun. I do however find the Armor option to be inferior to regeneration. (Get 175 one time or get 150 for every fight of your life.) Also, what on earth is warranty supposed to do? (And why does it seem like I spend double on guns in Onslaught?)
I do not normally have much interest in unreal's style of combat but your mod seems to augment it in a way that i might really like. *watch added*
awesome job with the trailer guys - should get it uploaded to your videos page :)
Apparently they had some perfect-aim debug mode the bots are stuck on. On the official epic forums they're telling us this and how they'll have it fixed soon.
Fixed (along with a load of other things that have been added or fixed).
I'm sorry, but i just didnt find this mod fun. I played a botmatch against an adept bot. It owned me with the plasma cannon over and over again. The shotgun is way too weak, to have to be reloaded in the way you do....and the only gun i found that was worth using was the Snipe cannon and maybe the rocket launcher. I walk like i'm pulling a chain with a rock attached to it behind me, and i lose EVERY bit of cash i had when i die.
Its just not_enjoyable. good work on the guns, and the FX .. the quality is there, but the fun factor isnt
The movement system is absolutely identical to any game with walk/sprint (like Half-Life 2, Battlefield 2, etc). As for difficulty against Adept bots, you need to update to the latest version (the bots were on a perfect-aim debug mode before). Just run the game, and it will auto-update.
In reply to the person below me, I don't know why you think weapon damage is too high (unless you were playing against insane bots, while the perfect-aim bug was still active). Damage is LOWER than UT2004 and Half-Life 2 Deathmatch, slightly above the level of Halo.
As for pickups being too big, I simply don't understand this. Compared to UT2004, you tower above them like freaking Godzilla.
I'd like to agree.
Bots are too good.
Damage of weapons is MUCH too HIGH. The players are moving so slowly, there is no need for high damage weapons, they are no fun.
You should test it out...decrease the damagetaken in Pawn by a multiplicator of 0.65 or something..and then ask yourself what is more fun)
I don't know why you did that player resizing...it's just ...wrong.
You cannot increase the size of a player and let this model work on default maps, those maps were designed along with the original sizing of the models.
Make pcikups and everything else much smaller and it won't look so toy-like. Console games have those huge things..I hate it.
Trust me..I know why I'm giving those suggestions.