Unreal Tournament 2004
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Overview
Unreal Tournament 2004 is the third in the Unreal Tournament series and refines the gameplay of Unreal Tournament 2003. The main change made in Unreal Tournament 2004 is the introduction of vehicles and the game mode Onslaught. Onslaught maps are much larger than any maps previously in the Unreal Tournament universe and provide a completely different style of play than the tighter classic modes. Another notable addition is the re-introduction of the popular Assault gametype from the first Unreal Tournament, providing teams with an array of objective-based challenges. Both new modes make use of the new vehicles and are also compatible with Unreal Tournament's popular AI bots. A range of new maps has been added to the existing modes as well, bringing the total number of maps in the retail product to over 100 individual levels. A number of new weapons, new player models and a beefed-up campaign have been introduced as well, giving players a huge number of new ways to frag.
Critical reaction for the game was high, with a 93/100 score on Metacritic, most likely a nod to the advancement of Unreal's typical fast-paced, furious gameplay. But the aforementioned additions have been blamed for the current polarisation of the Unreal Tournament community. Old school gamers from the 1999 Tournament cited the new jumping abilities as the source for problems with player-scaling, where avatars seemed shrunken in the enormous Deathmatch maps, made larger to compensate the flying movements. Among criticisms included the perception that 2004 was a more "hitscan dominated" game. But equally, many of the series' fans still heap praise on this iteration for pushing progression in the gametype, many of which were controversially retracted for the sequel, Unreal Tournament 3.
Game modes
Weapons
Primary Fire: Launches the destination module. Throw the module to the location you would like to teleport to.
Secondary Fire: Activates the Translocator and teleports the user to the destination module.
Techniques: Throw your destination module at another player and activate the secondary fire and you will teleport to your opponent's exact position, killing them instantly.
Primary Fire: Charges up to smash opponents for massive damage.
Secondary Fire: Creates a shield that can protect user from incoming bullets.
Techniques: Pointing the shield down while falling will reduce the damage taken on impact.
Primary Fire: A series of inaccurate shots with a high rate of fire.
Secondary Fire: A grenade projectile that bounces around and then detonates.
Techniques: Collect two for twice the damage.
Primary Fire: Wads of Tarydium byproduct are lobbed at a medium rate.
Secondary Fire: When trigger is held down the Bio Rifle will create a much larger was of byproduct that will burst into smaller wads which will adhere to any surfaces.
Techniques: Byproducts will adhere to walls, floors, or ceilings. Chain reactions can be caused by covering entryways with this lethal green waste.
Primary Fire: Instant hit laser beam.
Secondary Fire: Large, slow moving plasma core.
Shock Combo: Shooting the secondary fire's core with a primary beam will cause a massive explosion, killing most opponents instantly.
Primary Fire: Launches remote control “Spider Mines” onto the ground.
Secondary Fire: A laser that allows you to guide the Spider Mines to where you want them to go.
Techniques: Shoot eight Spider Mines at once to maximize explosive potential!
Primary Fire: Fires fast-moving green orbs of plasma.
Secondary Fire: A bolt of green plasma lightning is expelled with limited length.
Techniques: “Link” together with team mates to increase the Link Gun’s power.
Primary Fire: Bullets are sprayed forth at a fast rate of fire and good accuracy.
Secondary Fire: Minigun fires twice as fast and half as accurate.
Techniques: Secondary Fire is much more useful at close range but can waste a lot of ammo.
Primary Fire: White hot chunks of scrap metal spray out in a wide spread.
Secondary Fire: A flak grenade is launched out of the gun with a high arc, exploding on impact.
Techniques: The Flak Cannon is most useful in close quarters combat.
Primary Fire: Fires bouncing grenades that will stick to enemies or vehicles.
Secondary Fire: Detonates grenades.
Techniques: Turn friendly fire off and cover a team mate in grenades. Then have them run into the enemy base and detonate. Your team mate will be unharmed but the same cannot be said for the enemies nearby.
Primary Fire: A slow moving but deadly rocket is fired at opponents.
Secondary Fire: Loads up to three rockets into the barrel which can then be fired in either a flat, horizontal pattern or a tight spiral.
Techniques: Keeping this weapon aimed at an opponent will cause it to lock on. If you opponent keeps moving just before you can lock on however, it is best to just shoot at ther feet.
Primary Fire: A deadly anti-vehicular rocket is fired.
Secondary Fire: Player’s view holds and zooms on locked target.
Techniques: Keeping this weapon aimed at an enemy vehicle will cause it to lock on and become a seeking missile capable of pulling two ninety degree turns in one hundred feet.
Primary Fire: Fires a high powered bullet.
Secondary Fire: Zooms the rifle in, up to ten times normal vision.
Techniques: Great for long distance headshots.
Primary Fire: Fires an instant-hit lightning bolt with perfect accuracy.
Secondary Fire: Zooms the rifle in, up to eight times normal vision.
Techniques: Headshots do double damage, enough to kill an un-shielded opponent.
Primary Fire: Fires a huge slow moving missile that will explode on impact, sending out a gigantic shock wave, insantly pulverizing anyone and anything within its collosal radius.
Secondary Fire: Guide the missile using an onboard camera.
Techniques: Shoot down a redeemer missile in midair to cause it to explode harmlessly.
Primary Fire: Ion Painter delivers a delayed but extremely powerful blast which appears to come out of the sky.
Secondary Fire: Same as primary fire.
Techniques: Use the Ion Painter to take out enemy nodes in Onslaught mode.
Primary Fire: Fires a laser to mark a location. After a short delay, a Phoenix bomber is called in to drop bombs on target position.
Secondary Fire: Zooms in.
Techniques: The Phoenix bomber can be shot down before it delivers all or any of its explosive payload.
Windows 98/Me/2000/XP
128MB RAM (256MB RAM or greater recommended)
Pentium III or AMD Athlon 1.0 GHz processor (Pentium® or AMD 1.2GHz or greater recommended)
8X CD-ROM or DVD
5.5GB HDD space
DirectX® version 9.0b
32 MB video card required (64 MB NVIDIA or ATI hardware T&L card recommended)





Unreal Tournament 2004, the third in a series of fast-paced arena shooters, adds a few surprises in the form of vehicles Onslaught and Assault mode, and a slew of other new content.
Overview
Unreal Tournament 2004 is the third in the Unreal Tournament series and refines the gameplay of Unreal Tournament 2003. The main change made in Unreal Tournament 2004 is the introduction of vehicles and the game mode Onslaught. Onslaught maps are much larger than any maps previously in the Unreal Tournament universe and provide a completely different style of play than the tighter classic modes. Another notable addition is the re-introduction of the popular Assault gametype from the first Unreal Tournament, providing teams with an array of objective-based challenges. Both new modes make use of the new vehicles and are also compatible with Unreal Tournament's popular AI bots. A range of new maps has been added to the existing modes as well, bringing the total number of maps in the retail product to over 100 individual levels. A number of new weapons, new player models and a beefed-up campaign have been introduced as well, giving players a huge number of new ways to frag. Changes from previous iterations
As well as new gametypes such as Onslaught and Bombing Run, the Unreal Tournament 2003/2004 generation made some significant additions to gameplay. These included the ability to dodge-jump, wall-dodge and double-jump, and the inclusion of a power-up system called Adrenaline. This came in the form of small pick-ups littered around maps, which, combined with frags, added points to your player character. Once the Adrenaline points bar was full, players had the option of a number of key-combinations (for example: forward, forward, forward, forward) to enhance their game with super speed, berserk, invisibility etc.Critical reaction for the game was high, with a 93/100 score on Metacritic, most likely a nod to the advancement of Unreal's typical fast-paced, furious gameplay. But the aforementioned additions have been blamed for the current polarisation of the Unreal Tournament community. Old school gamers from the 1999 Tournament cited the new jumping abilities as the source for problems with player-scaling, where avatars seemed shrunken in the enormous Deathmatch maps, made larger to compensate the flying movements. Among criticisms included the perception that 2004 was a more "hitscan dominated" game. But equally, many of the series' fans still heap praise on this iteration for pushing progression in the gametype, many of which were controversially retracted for the sequel, Unreal Tournament 3.
Game modes
Deathmatch
Classic free-for-all gameplay. Reach a target number of frags to win.Team Deathmatch
Similar to deathmatch but with teams. The first team to reach target number of frags wins.Last Man Standing
Similar to deathmatch but with a limited number of lives. Last player alive wins.Capture the Flag
Teams compete to capture the opponent's flag and return it to their base. First team to reach target number of flag captures wins.Vehicle Capture the Flag
Capture the Flag with vehicles. First team to reach target number of flag captures wins.Double Domination
Similar to the well known "King of the Hill" mode in other games, domination contains two control points that must be captured and held in unison by teams in order to gain points. First team to reach target number of points wins. This mode was cut out of the game's sequel, Unreal Tournament III.Assault
The closest thing UT2004 has to missions, assault mode tasks each team with a set number of objectives. One team is attacking while the other is defending and trying to prevent the attacking team from completing their objectives. If the objectives are completed within a time limit, the attacking team wins, but if the time runs out without the objectives being completed the defending team takes the win. After every round, attacking and defending teams switch sides.Bombing Run
Introduced in UT2003, the objective in Bombing Run is to take the bomb that spawns in the middle of the map and carry it into the enemy base and through the hoop located there. First team to reach target score wins. To do this you are given a "Bomb Launcher" whenever you are carrying the bomb. By left clicking the gun will, as the name suggests, launch the bomb out for anyone to pick up. But if you right click first when aiming at one of your teammates, the gun will "lock on" and home in on that person when you fire it making it easier to pass the bomb. As stated earlier the aim is to take the bomb to the enemy hoop. There are two ways you can do this, one is fire it into the hoop nabbing your team three points. Or you can try and jump through the hoop with the bomb scoring you seven points but usually giving your player an enviromental death.Invasion
Invasion is a simple survival mode. The players are forced to work together to try and survive endless waves of monsters that get increasingly difficult with each wave. Once a player dies they cannot respawn until the round is over. Rounds can either end after a time limit (victory), or when all players are dead (failure).Mutant
Mutant is a deathmatch-type game mode where every player starts out with all weapons, and the first player to get a kill becomes the “Mutant”. This player has unlimited ammo as well as the berserk, speed, and invisibility powerups. They are also constantly losing health and cannot pick up health packs, but they gain health with every kill they make. The person with the lowest score is given the title of “Bottom Feeder” and only the Mutant and Bottom Feeder can kill players without those titles.Onslaught
Onslaught is a vehicle-based game mode in which the objective is to capture a series of power nodes connecting your and your opponents’ bases and destroy the power core located within their base. First team to destroy opponents’ power core wins. This mode was combined with Assault mode to form Warfare mode in Unreal Tournament III.Weapons
Translocator
Classification: Personal Teleportation DevicePrimary Fire: Launches the destination module. Throw the module to the location you would like to teleport to.
Secondary Fire: Activates the Translocator and teleports the user to the destination module.
Techniques: Throw your destination module at another player and activate the secondary fire and you will teleport to your opponent's exact position, killing them instantly.
Shield Gun
Classification: Energy ShieldPrimary Fire: Charges up to smash opponents for massive damage.
Secondary Fire: Creates a shield that can protect user from incoming bullets.
Techniques: Pointing the shield down while falling will reduce the damage taken on impact.
Assault Rifle
Classification: Assault RiflePrimary Fire: A series of inaccurate shots with a high rate of fire.
Secondary Fire: A grenade projectile that bounces around and then detonates.
Techniques: Collect two for twice the damage.
Bio Rifle
Classification: Toxic RiflePrimary Fire: Wads of Tarydium byproduct are lobbed at a medium rate.
Secondary Fire: When trigger is held down the Bio Rifle will create a much larger was of byproduct that will burst into smaller wads which will adhere to any surfaces.
Techniques: Byproducts will adhere to walls, floors, or ceilings. Chain reactions can be caused by covering entryways with this lethal green waste.
Shock Rifle
Classification: Energy RiflePrimary Fire: Instant hit laser beam.
Secondary Fire: Large, slow moving plasma core.
Shock Combo: Shooting the secondary fire's core with a primary beam will cause a massive explosion, killing most opponents instantly.
Mine Layer
Classification: Remote ExplosivePrimary Fire: Launches remote control “Spider Mines” onto the ground.
Secondary Fire: A laser that allows you to guide the Spider Mines to where you want them to go.
Techniques: Shoot eight Spider Mines at once to maximize explosive potential!
Link Gun
Classification: Plasma RiflePrimary Fire: Fires fast-moving green orbs of plasma.
Secondary Fire: A bolt of green plasma lightning is expelled with limited length.
Techniques: “Link” together with team mates to increase the Link Gun’s power.
Minigun
Classification: Gatling GunPrimary Fire: Bullets are sprayed forth at a fast rate of fire and good accuracy.
Secondary Fire: Minigun fires twice as fast and half as accurate.
Techniques: Secondary Fire is much more useful at close range but can waste a lot of ammo.
Flak Cannon
Classification: Heavy ShrapnelPrimary Fire: White hot chunks of scrap metal spray out in a wide spread.
Secondary Fire: A flak grenade is launched out of the gun with a high arc, exploding on impact.
Techniques: The Flak Cannon is most useful in close quarters combat.
Grenade Launcher
Classification: ExplosivePrimary Fire: Fires bouncing grenades that will stick to enemies or vehicles.
Secondary Fire: Detonates grenades.
Techniques: Turn friendly fire off and cover a team mate in grenades. Then have them run into the enemy base and detonate. Your team mate will be unharmed but the same cannot be said for the enemies nearby.
Rocket Launcher
Classification: Heavy BallisticPrimary Fire: A slow moving but deadly rocket is fired at opponents.
Secondary Fire: Loads up to three rockets into the barrel which can then be fired in either a flat, horizontal pattern or a tight spiral.
Techniques: Keeping this weapon aimed at an opponent will cause it to lock on. If you opponent keeps moving just before you can lock on however, it is best to just shoot at ther feet.
AVRiL
Classification: Heavy BallisticPrimary Fire: A deadly anti-vehicular rocket is fired.
Secondary Fire: Player’s view holds and zooms on locked target.
Techniques: Keeping this weapon aimed at an enemy vehicle will cause it to lock on and become a seeking missile capable of pulling two ninety degree turns in one hundred feet.
Sniper Rifle
Classification: Long Range BallisticPrimary Fire: Fires a high powered bullet.
Secondary Fire: Zooms the rifle in, up to ten times normal vision.
Techniques: Great for long distance headshots.
Lightning Gun
Classification: Long Range Energy RiflePrimary Fire: Fires an instant-hit lightning bolt with perfect accuracy.
Secondary Fire: Zooms the rifle in, up to eight times normal vision.
Techniques: Headshots do double damage, enough to kill an un-shielded opponent.
Redeemer
Classification: Thermonuclear DevicePrimary Fire: Fires a huge slow moving missile that will explode on impact, sending out a gigantic shock wave, insantly pulverizing anyone and anything within its collosal radius.
Secondary Fire: Guide the missile using an onboard camera.
Techniques: Shoot down a redeemer missile in midair to cause it to explode harmlessly.
Ion Painter
Classification: Remote Targeting DevicePrimary Fire: Ion Painter delivers a delayed but extremely powerful blast which appears to come out of the sky.
Secondary Fire: Same as primary fire.
Techniques: Use the Ion Painter to take out enemy nodes in Onslaught mode.
Target Painter
Classification: Remote Targeting DevicePrimary Fire: Fires a laser to mark a location. After a short delay, a Phoenix bomber is called in to drop bombs on target position.
Secondary Fire: Zooms in.
Techniques: The Phoenix bomber can be shot down before it delivers all or any of its explosive payload.
Vehicles
- Manta
- Scorpion
- Hellbender
- Raptor
- Goliath
- Leviathan
- Cicada
- Paladin
- SPMA
- Human Space Fighter
- Skaarj Space Fighter
- Ion Plasma Tank
- Phoenix
- TC-1200
Teams
- Black Legion
- Blood Fist
- Fire Storm
- Goliath
- Hellions
- Iron Guard
- Iron Skull
- Juggernauts
- Sun Blade
- Super Nova
- The Corrupt
- Thunder Crash
System Requirements
Windows 98/Me/2000/XP
128MB RAM (256MB RAM or greater recommended)
Pentium III or AMD Athlon 1.0 GHz processor (Pentium® or AMD 1.2GHz or greater recommended)
8X CD-ROM or DVD
5.5GB HDD space
DirectX® version 9.0b
32 MB video card required (64 MB NVIDIA or ATI hardware T&L card recommended)
Useful links
| Game Name | Unreal Tournament 2004 |
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| Original US Release |
March 16, 2004
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| Original US Release |
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| Aliases | UT2K4, UT2004 |
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