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UT 2003 comments

 
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Mark Borok

External


Since: Nov 12, 2003
Posts: 5



(Msg. 1) Posted: Wed Nov 19, 2003 9:29 pm
Post subject: UT 2003 comments
Archived from groups: comp>sys>mac>games>action (more info?)

I just got this after the price dropped to $20. I had played the demo
and it just wasn't compelling enough to be worth the $50 it was
originally priced at.

I haven't tried playing online yet. I didn't play the original UT
online much, either. Finding a populated server is a real pain and when
you do find one, half the time the game in progress is almost over and
then everyone leaves. Annoying when you just want to run around and
shoot things. Anyone else feel the same? There must be some, because I
noticed in this version they changed "practice" mode to "instant
action".

I like the fact that the bots are more varied in appearance. Most of
the maps, however, kind of suck. I don't get a sense of place from
them, except for the outdoor and maybe the Egyptian ones. The
third-party ones are better. In the original UT, each area of each map
had its own feel, so when I pick up the game again after a long hiatus
it feels like returning to familiar places. Plus you have to use
different tactics in differently shaped rooms. Here it's like the old
Infocom adventure game mazes: "You are in a maze of twisty passageways,
all alike".

The thing that bothers me the most about the bot play, though, is the
levels jump in difficulty between "skillful" and "adept". I usually win
every DM game at the skillful level, and lose every one at the adept
level. It gets frustrating.

--

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C Lund

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Since: Jan 25, 2004
Posts: 129



(Msg. 2) Posted: Thu Nov 20, 2003 2:04 pm
Post subject: Re: UT 2003 comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <191120031330184280%mborok@mindspring.com>,
Mark Borok <mborok.RemoveThis@mindspring.com> wrote:

 > I like the fact that the bots are more varied in appearance. Most of
 > the maps, however, kind of suck. I don't get a sense of place from
 > them, except for the outdoor and maybe the Egyptian ones. The
 > third-party ones are better. In the original UT, each area of each map
 > had its own feel, so when I pick up the game again after a long hiatus
 > it feels like returning to familiar places.

I usually only play the standard maps when I'm new to a network game.
After that I only join servers playing 3rd party maps. Far as I'm
concerned, network games would be better off if they came with only a
couple of maps to get the players started, plus a level editor so it
would be easy to make new maps.

I don't have UT2k3 yet though. Am I correct in assuming that the mac
version does not come with a level editor? (like 99% ofthe other games
that are ported to the mac)

--
C Lund, <a style='text-decoration: underline;' href="http://www.notam02.no/~clund" target="_blank">www.notam02.no/~clund</a><!-- ~MESSAGE_AFTER~ -->

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Mark Borok

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Since: Nov 12, 2003
Posts: 5



(Msg. 3) Posted: Thu Nov 20, 2003 9:09 pm
Post subject: Re: UT 2003 comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <clund-9AC312.11045420112003.DeleteThis@amstwist00.chello.com>, C Lund
<clund.DeleteThis@NOSPAMnotam02.no> wrote:

 > In article <191120031330184280%mborok@mindspring.com>,
 > Mark Borok <mborok.DeleteThis@mindspring.com> wrote:
 >
  > > I like the fact that the bots are more varied in appearance. Most of
  > > the maps, however, kind of suck. I don't get a sense of place from
  > > them, except for the outdoor and maybe the Egyptian ones. The
  > > third-party ones are better. In the original UT, each area of each map
  > > had its own feel, so when I pick up the game again after a long hiatus
  > > it feels like returning to familiar places.
 >
 > I usually only play the standard maps when I'm new to a network game.
 > After that I only join servers playing 3rd party maps. Far as I'm
 > concerned, network games would be better off if they came with only a
 > couple of maps to get the players started, plus a level editor so it
 > would be easy to make new maps.
 >
 > I don't have UT2k3 yet though. Am I correct in assuming that the mac
 > version does not come with a level editor? (like 99% ofthe other games
 > that are ported to the mac)

Yes, damn it. Not that I would have time to play around with the level
editor, but it's still maddening.

Anyone know why it's so $#$% hard to port a level editor to the Mac
after you've ported the game itself?<!-- ~MESSAGE_AFTER~ -->
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Brad Oliver

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Since: Jul 17, 2003
Posts: 108



(Msg. 4) Posted: Thu Nov 20, 2003 9:09 pm
Post subject: Re: UT 2003 comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <201120031310048357%mborok@mindspring.com>,
Mark Borok <mborok.DeleteThis@mindspring.com> wrote:

 > Anyone know why it's so $#$% hard to port a level editor to the Mac
 > after you've ported the game itself?

Level editors usually are fairly Windows-specific in that they make
heavy use of UI that needs to be rewritten for the Mac.

Because of that, most level editors would end up taking twice as long,
time-wise, to port than the game itself, and when you bill out the
months for the project, you have a situation where you 2/3rds of the
cost of the development goes to the level editor while also doubling (or
more) the time to market, depending on how you allocate the manpower.

Most Mac games aren't Big Money Makers, so even for large titles that
are projected to sell well you have a situation where it doesn't make a
lot of sense. If the Mac market were larger (i.e. more copies of each
game were sold) then you could make an economic case for it. But that
would still mean that the game would either take several more months to
come to market, or the editor would show up potentially a year after the
Mac game shipped and people have stopped caring. ;-)

--
Brad Oliver
bradman.DeleteThis@pobox.com.AM_SPAY<!-- ~MESSAGE_AFTER~ -->
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C Lund

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Since: Jan 25, 2004
Posts: 129



(Msg. 5) Posted: Fri Nov 21, 2003 1:51 am
Post subject: Re: UT 2003 comments [Login to view extended thread Info.]
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In article <bradman-5E62C5.13343620112003.RemoveThis@news.west.cox.net>,
Brad Oliver <bradman.RemoveThis@pobox.com.AM_SPAY> wrote:
 > In article <201120031310048357%mborok@mindspring.com>,
 > Mark Borok <mborok.RemoveThis@mindspring.com> wrote:
  > > Anyone know why it's so $#$% hard to port a level editor to the Mac
  > > after you've ported the game itself?
 > Level editors usually are fairly Windows-specific in that they make
 > heavy use of UI that needs to be rewritten for the Mac.

 > Because of that, most level editors would end up taking twice as long,
 > time-wise, to port than the game itself, and when you bill out the
 > months for the project, you have a situation where you 2/3rds of the
 > cost of the development goes to the level editor while also doubling (or
 > more) the time to market, depending on how you allocate the manpower.

 > Most Mac games aren't Big Money Makers, so even for large titles that
 > are projected to sell well you have a situation where it doesn't make a
 > lot of sense. If the Mac market were larger (i.e. more copies of each
 > game were sold) then you could make an economic case for it. But that
 > would still mean that the game would either take several more months to
 > come to market, or the editor would show up potentially a year after the
 > Mac game shipped and people have stopped caring. ;-)

Your reasons for not porting the editors are understandable, but the
lack of them is the *only* thing that makes me feel left out because
I'm on a mac. B(

Would it be possible to release the file formats of the maps and
accompanying files? That way maybe some enterprizing maccie might take
it into his (her?) own hands to write a mac editor from scratch.
Maybe...

 > --
 > Brad Oliver
 > bradman.RemoveThis@pobox.com.AM_SPAY

--
C Lund, <a style='text-decoration: underline;' href="http://www.notam02.no/~clund" target="_blank">www.notam02.no/~clund</a><!-- ~MESSAGE_AFTER~ -->
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C Lund

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Since: Jan 25, 2004
Posts: 129



(Msg. 6) Posted: Fri Nov 21, 2003 1:07 pm
Post subject: Re: UT 2003 comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <bradman-5E62C5.13343620112003.DeleteThis@news.west.cox.net>,
Brad Oliver <bradman.DeleteThis@pobox.com.AM_SPAY> wrote:

 > Level editors usually are fairly Windows-specific in that they make
 > heavy use of UI that needs to be rewritten for the Mac.

BTW: Wouldn't these UI elements be more or less the same for the
various editors?

--
C Lund, <a style='text-decoration: underline;' href="http://www.notam02.no/~clund" target="_blank">www.notam02.no/~clund</a><!-- ~MESSAGE_AFTER~ -->
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Brad Oliver

External


Since: Jul 17, 2003
Posts: 108



(Msg. 7) Posted: Mon Nov 24, 2003 5:39 am
Post subject: Re: UT 2003 comments [Login to view extended thread Info.]
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In article <clund-FBCB0A.10073921112003 DeleteThis @amstwist00.chello.com>,
C Lund <clund DeleteThis @NOSPAMnotam02.no> wrote:

  > > Level editors usually are fairly Windows-specific in that they make
  > > heavy use of UI that needs to be rewritten for the Mac.
 >
 > BTW: Wouldn't these UI elements be more or less the same for the
 > various editors?

They'd look more or less the same, but the code that runs them would be
totally different.

--
Brad Oliver
bradman DeleteThis @pobox.com.AM_SPAY<!-- ~MESSAGE_AFTER~ -->
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