Unreal Tournament 2003 is a multiplayer-focused sci-fi fantasy first-person shooter developed by both Epic Games and Digital Extremes and published by Infogrames for the PC on October 1, 2002.
It is the sequel to the 1999 game Unreal Tournament, bringing the fast-paced arena-based gameplay to Epic's Unreal Engine 2 game engine. Along with new gameplay mechanics (such as double-jumping and the ability-based "Adrenaline" system), the game features a new assortment of weapons, levels, characters, and game modes. Along with free bonus packs, the game was later superseded by Unreal Tournament 2004, which added numerous content (including vehicle-based combat).
The game also features an new single-player campaign, where players draft teammates from a roster of free agents (each with their own unique set of statistics). Set in the year 2302, the game takes place eight years after the events of the original Unreal Tournament (where Malcolm defeats Xan Kriegor in the 4th Liandri Grand Tournament). Over the years, the tournament begins to act like a traditional sport (rather than a glorified underground fighting circuit), with new combatants entering the tournament (including mercenaries, robots, gene-boosted Juggernauts, the Egyptian-themed human Anubans, a collection of sadistic humanoids, and the alien specie Gen Mo' Kai). With Malcolm's team on a hot streak, is this the year he will be dethroned?
The game was also released for the Xbox on September 24, 2002 as Unreal Championship. Developed in conjunction with the PC version, the Xbox version is one of the flagship titles for the launch of the Xbox Live online service. It also features split-screen multiplayer (for up to four players) and character-based stats (where characters of different species get different benefits).
One new main feature for the game is its "Adrenaline" system, where players can fill up a special numeric gauge (from 0 to 100) by collecting special Adrenaline pickups (shaped like a large pill) and killing opponents. Once players filled up their Adrenaline gauge, they can perform one of the following "Adrenaline Combos", by moving in a certain combination at a rapid pace, to gain a temporary advantage:
- Speed (Forward x4) - Increased movement speed.
- Booster (Backward x4) - Health regeneration. If the player's health is at maximum, it turns into shield regeneration until the player loses health.
- Berserk (Forward x2, Backward x2) - Increased firing rate.
- Invisibility (Move Right x2, Move Left x2) - Cloaks the player character.
By default, the game includes five different game modes (with Domination, Last Man Standing and Assault modes from the original Unreal Tournament removed). Unlike the previous game, teams are restricted to two color-coded teams (Red and Blue) without special mods.
- Deathmatch - Standard free-for-all deathmatch. Earn points by killing enemies and lose points by suicide. Server hosts can add a lives-based system in the configuration menu for a Last Man Standing mode (where players no longer respawn once they lose all their lives and the last player to have lives remaining wins the match).
- Team Deathmatch - Standard team-based deathmatch. Earn points as a team by killing enemies and lose points as a team by both suicide and killing with friendly fire. Server hosts can add a lives-based system in the configuration menu for a Last Team Standing mode (where players no longer respawn once they lose all their lives and the last team to have lives remaining wins the match).
- Capture the Flag - Objective mode where teams earn points by taking their opposing team's flag and bringing it to their own flag post with their own flag intact.
- Double Domination - Objective mode where teams fight for control over two neutral control points. When a team takes control of both zones, a ten-second countdown timer starts. If the team manages to maintain control of both zones when the timer elapses, then that team earns a point and both zones reset (after a brief respite).
- Bombing Run - Round-based objective mode where teams fight over possession of a "ball" and attempt to throw or carry the ball through the enemy goal. When the ball passes through a team's goal, the other team earns points (7 if carried and 3 if thrown) and the next round begins (with all players reset back to their starting positions). Players in possession of the ball cannot use their weapons (and can discard the ball by either throwing it using Primary Fire or passing it to a teammate using Secondary Fire), and slowly regenerate health.
Additional game modes can be applied using game mods. The game later received three additional official modes, acquired by installing the Epic Bonus Pack:
- Last Man Standing - An enhanced version of the "Last Man Standing" variant of standard Deathmatch. Players spawn with all weapons (except the Redeemer and Ion Painter) and have a better HUD for rankings. As a server-side option, players can restore their health by fragging opponents.
- Mutant - Free-for-all deathmatch with a twist: once a player makes a kill, they become a super-powered "Mutant". Mutants teleport to safety, restore their health, and gain all weapons (except the Redeemer and Ion Painter), an abundance of ammo and shields, and the Speed, Booster, and Invisibility effects. Players can only score while they are Mutants (with 2 points for a normal kill, 3 points for a double kill, and 4 points for a multi-kill and above), and other players can only damage Mutants (who is also slowly draining health, which can only be replenished by killing). Once a player kills the Mutant, they become the next Mutant. As a server-side option, the player with the lowest score can be designated the "Bottom Feeder", who can kill other players to score points (1 point per kill). Once that player is no longer the lowest scoring player, then a new player becomes the Bottom Feeder. Mutants get 5 points for killing the Bottom Feeder.
- Invasion - Co-operative wave-based survival mode, where players must work together to eliminate all A.I.-controlled monsters (different from normal bots). Players can only respawn between waves, with the game ending once all players are eliminated. All monsters in this mode are from the original Unreal (each with their original graphics, sounds, A.I. routines), and consist of Razor Flies, Mantas, Skaarj Pupaes, Gasbags, Krall (both standard and elite), Brutes (normal and Behemoth), Skaarj (normal, Ice, and Fire), and the Skaarj Warlord. Server hosts can configure the difficulty and enemy usage of each of the 15 waves, including which wave to start in.
The Xbox version of the game also includes one additional game mode:
- Survival - Free-for-all deathmatch with a twist: only two players fight at a time in one-life one-on-one battles. The loser of this battle is sent to the back of the player queue, with the player at the top of the queue spawning to fight the winner. In the single-player campaign, this is used as the final battle against the player's teammates (where instead of getting sent to the back of the queue, the losing player loses the game).
The base game includes 12 weapons (one of which, the Translocator, is used more for utility), each of which has two firing modes (Primary Fire and Secondary Fire). Some weapons from the original Unreal Tournament return with new appearances and revamped functionality. Weapons from the Xbox version of the game have different appearances.
Additional weapons can be included using mods and mutators.
(Weapon Slot 1)
The standard melee weapon for all combatants (and the replacement for the Impact Hammer from the original Unreal Tournament), the DD280 Riot Control Device combines lethal piston power with a unique rechargeable plasma barrier that can reflect enemy projectiles and energy beams. Unless certain mutators are activated, all players start with this weapon.
- Primary Fire: Deals a close-ranged piston attack, dealing damage and knocking them away. Holding down the Fire button instead causes the piston to charge up, dealing increased damage and knockback when the player releases the Fire button. In addition, players can fire at the ground while jumping to perform an "impact jump" to propel themselves farther up.
- Secondary Fire: Emits a plasma barrier that reflects enemy projectiles and energy beams while the Fire button is held down. Keeping the barrier up costs energy, which automatically recharges over time.
(Weapon Slot 2)
The standard weapon for all combatants (and the replacement for the Enforcer from the original Unreal Tournament), the AR770 combines fully-automatic firepower with an underbarreled M355 grenade launcher. Unless certain mutators are activated, all players start with this weapon equipped.
- Primary Fire: Standard weapon fire at a rapid-fire rate.
- Secondary Fire: Launches grenades (at a slow rapid-fire rate) that bounces off of surfaces before detonating (either on its own or after impacting a target). The grenade's trajectory is directly influenced by the player's movement. Players start with a very limited amount of grenades.
(Weapon Slot 3)
Returning from the original Unreal Tournament, the GES BioRifle launches globs of toxic Tarydium waste that stick onto surfaces.
- Primary Fire: Launches simple clumps of sludge in a rapid-fire rate.
- Secondary Fire: Launches simple clumps of sludge. Holding down the Fire button instead slowly charges up the Bio Rifle with additional ammo, launching a much larger wad of sludge when the player releases the Fire button. Larger wads deal additional damage on direct impact and, when impacting other surfaces, burst into smaller clumps of sludge.
While these globs are deadly on direct impact, they also explode shortly after being adhered to surfaces (dealing damage to enemies near it). Players can also expand these globs by firing additional sludge at them.
(Weapon Slot 4)
Returning from the original Unreal Tournament, the ASMD Shock Rifle is a multi-purpose energy rifle. Along with an accurate burst of energy, it can also fire a large slow-moving projectile.
- Primary Fire: Fires instantaneous beams of energy with pin-point accuracy in a slow rapid-fire rate.
- Secondary Fire: Launches powerful slow-moving energy projectiles (later known as the "Shock Ball" or "Shock Core") in a rapid-fire rate.
As a more-advanced technique, players can shoot the Secondary Fire energy projectiles with the Primary Fire energy blast to cause the unstable projectile to explode, dealing its direct-impact damage to all enemies in its blast radius.
A second version of the Shock Rifle, also known as "Instagib Rifle", is used when either the InstaGib or Zoom InstaGib (PC version only) mutators are enabled. All attacks with them instantly kill enemies. When the regular InstaGib mutator is enabled, their Secondary Fire functionality is disabled. When the Zoom InstaGib mutator is enabled, their Secondary Fire is replaced with the Lightning Gun's Secondary Fire (allowing players to zoom-in with the weapon's scope). In a later patch, the Zoom InstaGib version also overpenetrates objects (which can be disabled with server-side settings).
(Weapon Slot 5)
Replacing the Pulse Gun from the original Unreal Tournament, the Advanced Plasma Rifle v23 is a multi-purpose plasma rifle. Along with its ability to fire a barrage of plasma projectiles in a very fast rate, users can also emit a constant stream of plasma energy (which can be "linked" with other teammates to deliver a more powerful attack).
- Primary Fire: Fires fast-moving green blasts of plasma in a very fast rapid-fire rate. These projectiles move faster over time.
- Secondary Fire: Expels a constant beam of green plasma energy (with a limited reach) as long as the Fire button is held down. When it is fired at a teammate, it "links" up with that teammate, allowing them to deal additional damage with both functions of the Link Gun.
(Weapon Slot 6)
Returning from the original Unreal Tournament, the T23-A 23mm rotary cannon sprays bullets in two firing modes: fast (for a higher rate-of-fire) and slow (for better accuracy and damage). Their ammunition pool is shard with the Assault Rifle.
- Primary Fire: Standard weapon fire at a fast rapid-fire rate.
- Secondary Fire: Alternate weapon fire that sacrifices a fast rapid-fire for better accuracy and bullet damage.
(Weapon Slot 7)
Returning from the original Unreal Tournament, the Flechette Cannon (better known as the Flak Cannon) is a handheld cannon that serves as both the game's shotgun (as it launches flechettes at a wide spread) and grenade launcher (as it can also launch a powerful impact grenade projectile).
- Primary Fire: Sprays blasts of flechettes at a slow rapid-fire rate. Each piece can bounce off of a single surface.
- Secondary Fire: Launches a Flak Grenade at a slower rapid-fire rate. These grenades explode on impact, dealing high damage in its blast radius and launching additional flechettes.
(Weapon Slot 8)
Replacing the Rocket Launcher from the original Unreal Tournament, the Tri-barrel Rocket Launcher is a multi-barrel launcher that fires rocket-propelled grenades. While each rocket can be fired consecutively, users can load additional rockets for a three-warhead volley.
- Primary Fire: Launches a slow-moving pinpoint-accurate rocket sequentially in a slow rapid-fire pace.
- Secondary Fire: Same as Primary Fire, but holding down the Fire button slowly loads additional rockets that can be launched simultaneously (either when three rockets are loaded, the player runs out of additional rockets, or the player releases the Fire button), before repeating the process over. Pressing the Primary Fire button while loading rockets instantly launches them in a tight spiral formation (instead of a wide horizontal spread).
Additionally, players can fire homing rockets by keeping their weapon pointed at an opponent, until their cursor is changed, before launching rockets.
(Weapon Slot 9)
Replacing the Sniper Rifle from the original Unreal Tournament, the Lightning Gun is a high-power marksman energy rifle that launches an instant-hit lightning bolt with pinpoint accuracy. It also provides a unique multi-level zoomable scope and deals double damage on headshots.
- Primary Fire: Standard firing mode, firing a pinpoint-accurate high-powered shot in a slow rapid-fire rate.
- Secondary Fire: Toggles the scope. Holding down the Fire button when enabling the scope increases its magnification.
(Weapon Slot 0)
Returning from the original Unreal Tournament, the Redeemer is a rare handheld single-shot thermonuclear launcher that fires a large slow-moving missile. When the missile strikes a solid surface (or other object), it sends out a gigantic shockwave that instantly pulverizes every enemy in its colossal blast radius. Along with standard fire, players can guide the missile's path using an on-board camera (where it can be detonated mid-air).
- Primary Fire: Standard firing mode.
- Secondary Fire: Same as Primary Fire, only the player is then controlling the missile's trajectory using using an on-board camera. While controlling the missile, they have no control over their character's movement or vision. By pressing either Fire button, the missile can be detonated mid-air.
Missiles launched by this weapon can be shot at by enemy gunfire, causing it to prematurely explode like a standard Rocket Launcher rocket without triggering its payload.
(Weapon Slot 0)
Also known as the T.A.G. Rifle in the Xbox version, the Ion Painter is a very rare weapon that is only used on maps with the VAPOR Ion Cannon satellite overhead. While it emits low-powered laser beam that seems harmless at first, locking it down on a particular spot (visible to the satellite) marks the location for a destructive Ion Cannon blast (that pulverizes enemy enemy in its collossal shockwave).
- Primary Fire: Emits the targeting beam. While it uses no ammunition to emit the beam, it uses ammunition to successfully mark a target.
- Secondary Fire: Toggles the scope.
(No Weapon Slot, uses its own Translocator Key with the default as "Q")
Returning from the original Unreal Tournament, the Translocator is a handheld personal teleportation device consisting of a source module (which the user holds) and a destination module (a disc which is launched from the source module). It is a multi-purpose device, allowing players to escape from danger, reach areas impossible by other means, and navigate through difficult areas easier. All players start with this weapon if it is enabled for the match.
- Primary Fire: Launches the Destination Module in an arc. Pressing it again while the Destination Module is out causes it to instantly teleport back to the Source Module.
- Secondary Fire: Attempts to teleport the user to the location of the Destination Module, teleporting the Destination Module back to the Source Module. Each player has a limited amount of "charges" that regenerate (preventing players from spamming it).
While it's used as a utility device, it can also serve as a weapon by telefragging enemies (instantly killing them if done successfully). This is done by having an opponent directly on the location of the Destination Module and then teleporting them.
As a note, teleporting with the Translocator while holding the Flag in Capture the Flag mode causes that player to drop the Flag. In addition, the Destination Module is highly-noticable and can be shot by enemy gunfire. Attempting to teleport to a broken Destination Module causes that player to instantly die.
In addition, the Destination Module has a built-in free-looking camera that can be accessed by pressing the Translocator Key while the Translocator is equipped. Along with surveillance, it can also be used to determine if it was destroyed by an enemy player.
Characters & Skins
In the Xbox version, the Mercenaries have no strengths or weaknesses.
- Brock (unlockable)
- Lauren (unlockable)
- Malcolm (unlockable)
In the Xbox version, the Anubans sacrifice some vitality for faster movement speeds and stronger jumping power, and gain additional adrenaline points for pills and kills.
- Diva (renamed to Aliyah in the Xbox version)
In the Xbox version, the Juggernauts have the strongest vitality in the game (making up for their slow movement speed and weak jumping power).
- Rylisa (renamed to Diva in the Xbox version)
In the Xbox version, the Automatons have the strongest jumping power (although their horizontal air control is limited) in the game.
- Rapier (renamed to Ginsu in the Xbox version)
- Renegade (renamed to Rapier in the Xbox version
In the Xbox version, the Gen Mo'Kai have the fastest ground movement speed in the game (making up for their weak vitality).
In the Xbox version, the Nightmare are high-risk high-reward characters with slow movement speed, weak jumping power, and the weakest vitality in the game. To compensate for their drawbacks, they gain 50% of all damage they deal as health (which can also allow them to overheal for double their maximum health).
- Lilith (renamed to Booster in the Xbox version)
- Mr. Crow
- Fate (renamed to Lilith in the Xbox version)
- Antalus (DM-Antalus, 4-6 players)
- Asbestos (DM-Asbestos, 4-8 players)
- Compressed (DM-Compressed, 2-6 players)
- Curse 3 (DM-Curse3, 3-4 players)
- Flux 2 (DM-Flux2, 4-8 players)
- Gael (DM-Gael, 2 players)
- Inferno (DM-Inferno, 2-6 players) - In the Xbox version, this was added as downloadable content.
- Insidious (DM-Insidious, 2-4 players)
- Leviathan (DM-Leviathan, 2-4 players) - In the Xbox version, this was added as downloadable content.
- Oceanic (DM-Oceanic, 2-4 players) - Not included in the Xbox version.
- Phobos Moon 2 (DM-Phobos2, 4-8 players) - Not included in the Xbox version.
- Plunge (DM-Plunge, 3-12 players) - Not included in the Xbox version.
- Serpentine (DM-Serpentine, 2-4 players) - Not included in the Xbox version.
- Tokara Forest (DM-TokaraForest, 8-16 players) - Not included in the Xbox version.
- Training Day (DM-TrainingDay, 2-3 players) - Not included in the Xbox version.
PC Bonus Pack Maps
Added in the DE Bonus Pack
- Grendelkeep (DM-DE-Grendelkeep, 2-10 players)
- Ironic (DM-DE-Ironic, 2-6 players)
- Osiris 2 (DM-DE-Osiris2, 6-14 players) - Also included in the Xbox version.
Added in the Epic Bonus Pack
- Crash (DM-1on1-Crash, 2 players)
- Hot Iron Injector (DM-Injector, 6-10 players)
- Ice Tomb (DM-Icetomb, 4-10 players)
- Iron Deity (DM-IronDeity, 6-10 players)
- Mixer (DM-1on1-Mixer, 2-8 players)
- Rustatorium (DM-Rustatorium, 6-10 players)
- Aqua Mortis - Added as downloadable content.
Capture the Flag
- Chrome (CTF-Chrome, 6-8 players)
- Citadel (CTF-Citadel, 6-10 players)
- December (CTF-December, 8-16 players)
- Facing Worlds 3 (CTF-Face3, 6-12 players) - Not included in the Xbox version.
- Geothermal (CTF-Geothermal, 6-10 players)
- Lost-Faith (CTF-Lostfaith, 6-12 players)
- Magma (CTF-Magma, 6-10 players) - Not included in the Xbox version.
- Maul (CTF-Maul, 4-8 players)
- Orbital 2 (CTF-Orbital2, 8-12 players)
PC Bonus Pack Maps
Added in the DE Bonus Pack
- ElecFields (CTF-DE-ElecFields, 6-10 players) - Same as BR-DE-ElecFields.
- LavaGiant 2 (CTF-DE-LavaGiant2, 10-14 players)
Added in the Epic Bonus Pack
- Avaris (CTF-Avaris, 8-12 players)
- Double Dammage (CTF-DoubleDammage, 10-16 players)
- Grim Smote
- Otaros Run - Added as downloadable content.
- Core (DOM-Core, 8-12 players) - Not included in the Xbox version.
- Outrigger (DOM-OutRigger, 6-10 players) - Not included in the Xbox version.
- Ruination (DOM-Ruination, 6-10 players) - Not included in the Xbox version.
- Scorched Earth (DOM-ScorchedEarth, 4-8 players)
- Seppuku Gorge (DOM-SeppukuGorge, 8-16 players)
- Sun Temple (DOM-Suntemple, 10 players)
PC Bonus Pack Maps
Added in the Epic Bonus Pack
- The Junkyard (DOM-Junkyard, 6-10 players)
- Bifrost Bases (BR-Bifrost, 8 players) - Not included in the Xbox version.
- Disclosure (BR-Disclosure, 6-10 players)
- Ice Fields (BR-IceFields, 8-12 players) - Not included in the Xbox version.
- Skyline (BR-Skyline, 8 players) - Not included in the Xbox version.
- Slaughterhouse (BR-Slaughterhouse, 8-16 players) - Not included in the Xbox version.
- Temple of Anubis (BR-Anubis, 6-10 players)
- Twin Tombs (BR-TwinTombs, 6-10 players) - Not included in the Xbox version.
PC Bonus Pack Maps
Added in the DE Bonus Pack
- ElecFields (BR-DE-ElecFields, 6-10 players) - Same as CTF-DE-ElecFields.
Added in the Epic Bonus Pack
- Canyon (BR-Canyon, 6-10 players)
- Eye of Jahan
- Arena - Replaces every weapon and ammo pickup with the weapon configured by the mutator. All players spawn with that weapon only instead of the default Assault Rifle and Shield Gun.
- BigHead - Enlarges each player's head size (including hitbox) as they gain frags, while shrinking them as they get fragged.
- Delayed Spawn (PC version only) - Delays the initial spawn of superweapons and super powerups.
- Competition Mode (Xbox version only) - Removes the unique faction-based abilities and bot-based weapon affinities.
- Floaty Cadavers - Reduces the gravity of player corpses.
- InstaGib - Removes all weapon and ammo pickups from the game while having all players spawn only with a modified infinite-ammo Shock Rifle (whose shots instantly kill opponents, at the cost of no separate Secondary Fire function).
- LinkGun Medic (Xbox version only) - The Link Gun's Secondary Fire heals teammates.
- LowGrav - Reduces the gravity of all players and objects.
- No Adrenaline - Removes all Adrenaline pickups from the arena. Kills no longer grant Adrenaline.
- No SuperWeapons (PC version only) - Removes all Redeemer and Ion Painter pickups from the arena.
- QuadJump (PC version only) - Adds the ability to jump three times in mid-air.
- Regeneration - All players regenerate 5 health every few seconds.
- Slow Motion Corpses - Slows down the physics of player corpses.
- Vampire - Players gain health by damaging their opponents.
- Zoom InstaGib (PC version only) - Removes all weapon and ammo pickups from the game while having all players spawn only with a modified infinite-ammo Shock Rifle (whose shots instantly kill opponents, with the Secondary Fire function replaced with the Lightning Gun's). In a later patch, this was altered to allow shots to overpenetrate targets (allowing multi-kills with a single shot); this can be disabled in the server-side configuration.
- UT Classic (PC version only) - Included in a later patch. See below.
- Camouflage Combo (PC version only) - Included in the Epic Bonus Pack. Adds a bonus Adrenaline Combo (Move Right x4) which keeps a holographic projection of a static decoration in front of the player.
- Pint-sized Combo (PC version only) - Included in the Epic Bonus Pack. Adds a bonus Adrenaline Combo (Move Left x4) which shortens the player's character to half of their normal height (sacrificing their ability to crouch in the process).
Added in a later patch, UT Classic is a mutator that modifies the weaponry to "feel" more like the original Unreal Tournament's weapons:
- Overall +20% damage increase. Overall slower weapon switching speed.
- Modified HUD (screen no longer shakes when firing weapons, FOV is set to at least 90, "small weapons" option enabled, raised "eye height"). Both screen shake and small weapons were also added as separate configuration options (the primer being server-side and the latter being client-side).
- The Shield Gun's Primary Fire charges faster and has slightly longer range, while players take less self-damage from "impact jumping".
- The Bio Rifle charged-up Secondary Fire shots deal less damage to counter the overall damage increase.
- The Shock Rifle's Primary Fire fires slower and deals more damage. Shock Combos take up to 3 additional ammo (rather than up to 4).
- The Minigun's Primary Fire and Secondary Fire functions are reversed, and its shots no longer slow down opponents.
- The Flak Rifle's Secondary Fire fires at a higher trajectory.
- The Rocket Launcher fires slower.
- The Translocator's Primary Fire fires at a higher trajectory, while the weapon itself has more ammo and recharges faster.
The mutator also enables a feature, which can also be enabled through server-side configuration files, that prevents players from "shield stacking" standard Shield Packs. This means that once a player collects a standard Shield Pack, their current value is "locked" as their maximum when collecting additional standard Shield Packs. This was later revamped as a standard feature in Unreal Tournament 2004.
Optionally, by modifying server-side configuration files, this mutator can additionally disable certain types of double jumping (wall dodging and double jumping after dodging), or just disable double jumping altogether.
Original System Requirements
Windows 98/Me/2000/XP, Pentium III or AMD Athlon 1.0 GHz processor, 128 MB RAM minimum (256 MB recommended), 3.5 GB free, 64 MB of video memory recommended
Linux 2.2 or Windows 98-XP, 733 MHz x86 CPU, 128 MB RAM, video card with 16 MB RAM, 3 GB HDD space, DirectX 8.1 or OpenGL 1.2
Mac OS X 10.2.6 , 700 MHz PowerPC G4 CPU, 256 MB RAM, GeForce 2 MX or Radeon with 32 MB RAM, 3 GB HDD space
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