Fact-checked by Grok 2 weeks ago

Unreal Tournament 2004

Unreal Tournament 2004 is a multiplayer-focused first-person arena shooter video game developed by Epic Games with additional contributions from Digital Extremes and Psyonix Studios, published by Atari, and released on March 16, 2004, for Microsoft Windows, Linux, and Mac OS X. It serves as the direct sequel to Unreal Tournament 2003 and the third major installment in the Unreal Tournament series, emphasizing fast-paced, competitive gameplay in futuristic gladiatorial tournaments. The game introduces several innovations that expanded the series' formula, including the new Onslaught mode—a large-scale, vehicle-based objective game resembling real-time strategy elements—and the return of the Assault mode from the original Unreal Tournament. It features ten distinct multiplayer modes, such as Deathmatch, Team Deathmatch, Capture the Flag, Bombing Run (a grenade-throwing variant of American football), and Double Domination, playable across over 100 maps ranging from enclosed arenas to expansive outdoor battlefields. A notable addition is the inclusion of drivable vehicles like the armored Goliath tank and the Hellbender dune buggy, which integrate into combat alongside traditional on-foot weapons such as the rocket launcher and shock rifle. The single-player experience revolves around a ladder system where players earn credits through matches to draft AI teammates and compete in escalating tournaments, while robust modding tools and online support via the Unreal Engine 2.5 enhanced community-driven content creation. Upon release, Unreal Tournament 2004 received widespread critical acclaim for its refined gameplay, graphical fidelity, and multiplayer depth, earning a Metacritic score of 93 out of 100 based on 48 reviews. It was a commercial success and became a staple of early 2000s PC gaming, influencing subsequent arena shooters with its emphasis on vehicular combat and mode variety. Despite the later shutdown of official servers in 2023 and the game's delisting from digital storefronts, community efforts continue to maintain compatibility through patches and private hosting, and it is preserved and available for download on sites like the Internet Archive as of 2025.

Gameplay

Core Mechanics

Unreal Tournament 2004 is a first-person shooter that emphasizes fast-paced arena-style combat, where players control characters from a first-person perspective to engage in skill-based confrontations. The core movement system promotes dynamic navigation through environments, featuring dodging achieved by double-tapping directional keys to evade projectiles and perform short bursts of speed, double-jumping by pressing the jump key twice for added verticality, and wall-dodging or wall-running by executing a dodge while airborne near a vertical surface to gain momentum and height. These mechanics encourage constant motion and spatial awareness, allowing skilled players to outmaneuver opponents in multi-tiered arenas. The weapon system comprises 15 primary weapons, each equipped with unique primary and secondary firing modes that offer varied tactical options, such as the Shock Rifle's primary plasma bolt and secondary charged shot capable of forming a devastating combo when overlapped. Ammo management is integral, with weapons starting at low initial reserves and requiring pickups to replenish stocks, which are strategically placed on maps to force players into contested areas; for instance, the Rocket Launcher consumes rockets that must be collected to sustain prolonged engagements. Weapons are acquired by touching glowing pickups that replace the current armament, promoting adaptive loadouts based on encounter range and enemy positioning. Player durability relies on a health and shield (armor) system without natural regeneration, where base health caps at 100 and must be restored via pickups like Health Vials (+5 health, up to 199) or the Big Keg o' Health (+100, up to 199). Shields provide a protective layer up to 150 points, absorbing damage before health is affected, and are replenished by Shield Packs (+50) or Super Shield Packs (+100); the Shield Gun's secondary fire offers on-demand shielding at the cost of ammo, recharging over time but vulnerable to overload from sustained hits. Environmental hazards, such as fall damage or explosive barrels, further deplete health and shields, necessitating careful pathing amid combat. Essential pickups extend survival and combat prowess, including health and armor items alongside Adrenaline capsules that accumulate points (e.g., +2 per pickup or +5 per kill) toward a 100-point meter for activating temporary power-ups via combos, such as increased movement speed (Up, Up, Up, Up) or invisibility (Right, Right, Left, Left). These combos drain the meter over 18-27 seconds, providing brief advantages like regeneration or berserk firing rates, but leave players vulnerable upon expiration. Maps are designed as enclosed arenas with multiple elevation levels, jump pads, and teleporters to facilitate fluid traversal, featuring strategically placed power-ups like Double Damage or the Redeemer at high-traffic chokepoints to incentivize risk-reward decisions. Chokepoints, such as narrow corridors or elevated platforms, create natural bottlenecks for ambushes, while open areas reward precise movement and long-range engagements. Vehicles integrate with these on-foot mechanics to enhance mobility across larger maps, though core combat remains infantry-focused.

Game Modes

Unreal Tournament 2004 features a variety of multiplayer and single-player game modes that emphasize fast-paced combat, team coordination, and strategic objectives, building on the core mechanics of weapon pickups and movement to create distinct playstyles across different maps. These modes support up to 16 players in multiplayer, with bots filling roles in single-player variants, and maps are designed to adapt to each mode's requirements, such as open arenas for vehicular combat or enclosed bases for objective defense. Deathmatch is a free-for-all elimination mode where individual players compete to accumulate the highest number of kills, or "frags," using the game's arsenal of weapons and power-ups. The objective is to outlast and outgun opponents in chaotic, arena-style maps that encourage aggressive movement and quick weapon grabs, with strategies focusing on ambushes and control of high-traffic areas. Victory is achieved by reaching a predetermined frag limit, typically 20-25, or by having the most frags when the time limit expires, often set at 10-20 minutes; team sizes are not applicable as it's solo play, but maps support 2-16 players. Team Deathmatch extends the elimination format to cooperative play, pitting teams against each other to rack up collective frags on maps with balanced spawn points and cover for group tactics. Players must coordinate attacks and defenses, using power-ups like the Berserk for temporary speed boosts to flank enemies, while avoiding overexposure in open areas. The winning team reaches the frag limit first—usually scaled to team size, such as 50 for larger groups—or leads in score at the end of the match timer; standard team sizes range from 4-8 per side, adaptable to maps with multiple lanes or chokepoints. Capture the Flag (CTF) involves two teams competing to steal the enemy's flag from their base and return it to their own while protecting their own flag, on symmetrical maps featuring indoor-outdoor layouts with multiple routes for infiltration. Strategies revolve around diversions, such as one team drawing fire while another grabs the flag, enhanced by power-ups like Invisibility for stealthy returns; vehicular elements on some maps add mobility for flag carriers. A team wins by achieving a set number of captures, often 3-5, or by leading in captures when time runs out, typically after 20 minutes, with teams of 4-8 players emphasizing communication and base fortification. Double Domination requires teams to capture and hold two control points scattered across the map, scoring continuously while in possession to build a lead. Maps are designed with central and peripheral points that promote mid-range firefights and area denial, where players use weapons like the Rocket Launcher to clear contested zones; strategic differences lie in prioritizing high-value points versus spreading forces thin. The team with the highest score from point control at the match's end wins, with no frag limit but time-based rounds of 15-20 minutes; team sizes of 5-10 per side allow for dynamic shifts in control. Assault is an asymmetric mode where one team attacks a series of scripted objectives—such as planting explosives or escorting payloads—while the defenders hold positions on maps with layered fortifications and destructible elements. Attackers must complete objectives in sequence within a time limit, relying on coordinated rushes and power-ups like the Shield Gun for breaching; defenders focus on sniping and barricade reinforcement, with roles swapping after each round. The attacking team wins by finishing all objectives before time expires or outperforming the defense's record; matches feature teams of 4-6 players, with maps adapting to one-sided layouts that favor tactical planning over pure fragging. Bombing Run resembles aerial football, with teams passing or carrying a bomb-like ball to score in the opponent's elevated goal on maps blending open fields and vertical structures for passing plays. Strategies emphasize ball possession through tackles and long-range throws using the Impact Hammer for propulsion, with defenders blocking paths and intercepting; vehicles like the Raptor enhance passing accuracy. A team scores by delivering the ball to the goal, winning by reaching a point limit like 5 or leading at the 15-20 minute mark; teams of 4-7 players highlight teamwork in offense and defense, distinct from ground-based modes. Onslaught delivers large-scale vehicular warfare on expansive outdoor maps, where teams capture and link power nodes to extend their energy network toward the enemy's core, destroying it for victory. Players build deployable nodes to connect paths, using vehicles like tanks for node assaults and the Link Gun for repairs, with strategies centering on lane control and anti-vehicle tactics to prevent breakthroughs. The match ends when a team's core is destroyed or, in overtime, the team controlling more nodes as cores drain; teams of 6-12 players adapt to node-heavy maps that reward mobility and resource management over infantry duels. Mutant is an infection-style mode starting with one empowered "mutant" player who gains enhanced health, speed, and melee attacks to convert others by killing them, turning the map into a hunt on confined arenas suited for chases. Non-mutants team up to eliminate the mutant using coordinated firepower, while the mutant employs hit-and-run tactics; power-ups like the Redeemer can turn the tide for humans. The mutant wins by converting all players before time ends, or humans win by surviving the timer—usually 10-15 minutes—or killing the final mutant; it supports 4-10 players, with one mutant at a time, fostering asymmetric survival strategies unlike symmetric fragging modes.

Vehicles and Equipment

Unreal Tournament 2004 introduces a diverse roster of 10 vehicles designed to enhance strategic depth in combat, particularly in Onslaught mode, where they facilitate movement, offense, and defense across varied terrains. These vehicles range from agile hovercraft to heavily armored tanks, each with distinct speed, durability, and armament profiles that influence tactical choices. For instance, the Scorpion is a fast hoverbike emphasizing mobility, while the Leviathan serves as a slow but durable heavy assault platform.
VehicleTypeSpeedDurabilityWeapons/Features
ScorpionHoverbikeHighLowGreen energy strand (primary, charged for kills); retractable blades (secondary).
MantaHovercraftHighLowPlasma bolts (primary); ground boost (secondary); jump capability.
HellbenderArmored CarModerateModerateSkymine turret (passenger); pulse energy turret (passenger); 3 seats.
RaptorFlying CraftHighLowPlasma cannon (primary); air-to-air missiles (secondary).
GoliathAPCModerateHighDual miniguns (driver); passenger seats for infantry transport.
LeviathanHeavy TankLowVery HighHoming missiles (driver); four plasma turrets (passengers); deployable ion cannon.
Ion TankTankLowHighIon cannon (driver); minigun (gunner); 2 seats (map-specific).
EagleSpacefighterVery HighLowLaser cannon (primary); lock-on missiles (secondary); energy shield.
Skaarj FighterSpacefighterVery HighLowPlasma projectors (primary); missiles (secondary).
CicadaBomberModerateModerateMissiles (driver); turret (gunner); 2 seats (bonus pack).
These vehicles integrate into gameplay by allowing players to traverse large maps quickly or engage in vehicular combat, with durability measured in health points that can be repaired using the Link Gun. Deployables in Unreal Tournament 2004 primarily consist of player-deployed mines via the Mine Layer weapon, which places autonomous spider mines for defensive traps against infantry and vehicles. These mines detect and pursue threats, exploding on contact to deal significant area damage, making them ideal for area denial in chokepoints. Static turrets, such as minigun variants found on maps, provide fixed defensive fire but are not player-placed; they can be repaired or targeted similarly to vehicles. Shields, while not directly deployable by players, include personal energy shields generated by the Shield Gun's secondary fire for temporary protection, and vehicle-mounted shields on crafts like the Raptor for added survivability. Adrenaline combos represent advanced player equipment unlocked by collecting 100 adrenaline points from map pickups, enabling temporary power-ups activated through directional input sequences. The four core combos are: Speed (↑ ↑ ↑ ↑, lasts 18 seconds) increases movement and jump height with visual trails; Regeneration (↓ ↓ ↓ ↓, lasts 27 seconds) restores health up to 199 points and shields to 150; Invisibility (→ → ← ←, lasts 27 seconds) renders the player nearly undetectable for a short duration; and Berserk (↑ ↑ ↓ ↓, lasts 27 seconds) increases firing rate. These combos encourage aggressive playstyles, as they deplete upon damage taken or timeout, and are unavailable in Onslaught mode. The game's 15 weapons form the backbone of equipment, each offering primary and secondary fire modes with balanced stats for close-to-long-range engagements. Representative examples include the Rocket Launcher, which fires homing rockets with a splash damage radius of approximately 200 units for area control, and the Flak Cannon, whose alternate fragmentation grenade spreads shrapnel in a wide pattern effective against clustered foes. The Shock Rifle enables combo kills by detonating secondary plasma orbs with primary beams, yielding over 100 damage, while the AVRiL launches lock-on missiles optimized for vehicles with high explosive yield but poor anti-infantry performance. Weapon stats prioritize tactical variety, with ammo limits and pickup frequencies ensuring dynamic loadouts across matches.

Single-Player Experience

Campaign Structure

The single-player campaign in Unreal Tournament 2004 is built around a series of ladders, each focused on a specific game mode such as Double Domination, Capture the Flag, Bombing Run, and Assault, with tiers of escalating difficulty featuring matches against bot teams of increasing strength. A hidden Onslaught ladder can be unlocked by editing the game's configuration file. Each ladder progresses through multiple rounds, simulating competitive tournament play against AI opponents. The player creates a customizable character who enters the Liandri-sponsored tournament to rise through the ranks and claim the championship title. Progression involves earning credits through match wins and kills, which can be spent to hire AI teammates, heal injured bots, or purchase equipment upgrades, allowing the player to build and manage a team. Key opponents include Brock from the Iron Guard in early brackets or rivals like Malcolm from Thunder Crash in later tiers, with outcomes influencing team recruitment and narrative branches without altering core gameplay. The campaign's narrative framework presents the tournament as a high-stakes spectacle, with brief cutscenes and announcer commentary providing context for each ladder's challenges. Level progression follows a bracket format within each ladder, with iconic maps introducing key mechanics; for example, ONS-Torlan features in the hidden Onslaught ladder, emphasizing vehicle-based combat across expansive landscapes. Subsequent matches shift to arenas like DM-Hyperblast for intense deathmatch-style encounters in later tiers, while finals often use maps like DM-Hyperblast against elite foes such as Xan of The Corrupt. Difficulty ramps up progressively, with bots exhibiting advanced tactics in higher tiers to mirror multiplayer intensity. Completion of the ladders unlocks new characters and teams for use in multiplayer and practice modes, including voices and models from defeated opponents such as the Black Legion or Thunder Crash, as well as access to the Onslaught ladder for extended play. These unlockables encourage replayability, allowing players to experiment with alternate team compositions.

Bot System

The bot system in Unreal Tournament 2004 features over 90 unique AI-controlled characters, each with distinct personalities, backstories, and behavioral traits designed to enhance single-player immersion and replayability. These bots are drawn from various teams such as Thunder Crash, Iron Skull, and Phantom, with attributes like accuracy, aggressiveness, and combat preference influencing their playstyle. For instance, Malcolm, the leader of Thunder Crash, embodies a calm, loyal survivor archetype, prioritizing team leadership and strategic positioning in battles. Similarly, Sapphire from Iron Guard is portrayed as a soft-spoken yet brutally efficient sniper, favoring long-range engagements with high accuracy ratings. All bots include voice acting for taunts, orders, and reactions, voiced by professional actors to convey their individual traits during matches. Bots operate across eight skill levels, ranging from Novice (reduced damage output at 25%, limited field of view at 30°, and basic navigation) to Godlike (full capabilities, including predictive aiming, 360° awareness, and advanced maneuvers like double jumps and wall dodges). AI behaviors emphasize realistic pathfinding using the Unreal Engine's navigation meshes for efficient level traversal, team coordination in modes like Capture the Flag where bots flank and cover allies, and dynamic weapon selection based on proximity, ammo availability, and threat assessment. Bots adapt to player tactics by learning from repeated encounters, such as dodging grenades or prioritizing power-ups, with difficulty scaling achieved through mutators that adjust parameters like reaction time and accuracy globally or per-match. In single-player campaigns, these bots integrate as opponents, utilizing vehicles like the Raptor for mobility when available on maps. Players can customize bots by editing configuration files in the game's installation directory, such as modifying the UT2004.ini to alter team compositions, visual appearances via skin swaps, or behavioral traits like preferred weapons for single-player or local multiplayer sessions. This allows for tailored rosters, such as assembling a squad of high-aggression bots for intense practice. Bot-only modes, including Deathmatch and Team Deathmatch in Instant Action, enable solo training against AI opponents without human players, supporting up to 16 bots per match for skill honing.

Development

Production History

Unreal Tournament 2004 was developed by Epic Games in collaboration with Digital Extremes and Psyonix Studios as a direct sequel to Unreal Tournament 2003, building on the established multiplayer arena shooter formula of the Unreal series. Development commenced in late 2002, shortly after the release of Unreal Tournament 2003, with initial focus on expanding vehicle-based gameplay elements introduced in the prior installment. The project utilized an updated version of Unreal Engine 2.5, drawing from the technological foundations of earlier Unreal titles to enhance performance and visual fidelity. The development team was led by Cliff Bleszinski as lead designer at Epic Games, with Tim Sweeney overseeing engine-related aspects as Epic's founder and technical director. Digital Extremes contributed significantly to content creation, including new maps, characters, and HUD elements, leveraging their prior experience co-developing Unreal games. Psyonix Studios contributed to the Onslaught gametype design and implementation, including six vehicles, as well as additional programming and art assets. The combined efforts involved over 50 staff members across both studios, with outsourcing for additional art assets and quality assurance to manage the scope of multiplayer and single-player features. Key milestones included the official announcement on May 13, 2003, and a prominent demo showcase at E3 2003, which highlighted early vehicle combat prototypes and garnered positive industry attention. A primary challenge was iterating on vehicle combat mechanics in response to feedback from Unreal Tournament 2003, where players noted issues with integration and balance in large-scale battles; the team refined this by introducing the Onslaught mode with a node-based system for strategic control points, while adding countermeasures like anti-vehicle rocket launchers, spider mines, and sticky grenades to prevent dominance by vehicular play. Balancing the core multiplayer focus with deeper single-player experiences proved demanding, requiring extensive bot AI enhancements and campaign structuring to ensure offline play felt engaging without overshadowing online modes. Beta testing in late 2003 allowed for critical refinements, including world boundary fixes and polish to address lingering issues from prototypes. The project faced a delay from an initial 2003 holiday target to early 2004, prioritizing quality over rushed release, as emphasized by Bleszinski: "We simply needed the extra polish time to get them right."

Technical Features

Unreal Tournament 2004 was powered by Unreal Engine 2.5, which introduced several enhancements over prior iterations, including improved rendering performance and advanced particle systems for effects such as explosions, weapon fire, and environmental interactions. This version of the engine also supported dynamic shadows through mechanisms like Transform and Lighting, enabling real-time shadow casting from moving objects and light sources like rocket blasts to enhance visual realism without excessive performance overhead. Additionally, patch 3204 added lip-sync capabilities for bots, allowing their mouth animations to synchronize with spoken phrases via UnrealEd integration, improving the immersion of single-player and bot-driven matches. The game's graphics leveraged Unreal Engine 2.5's capabilities, supporting resolutions up to 1920x1080 natively (though manual configuration was required for widescreen), alongside texture compression formats like DXT to balance quality and performance on period hardware. Occlusion culling, using zone and portal systems, optimized rendering by excluding off-screen or hidden geometry, while the integrated UnrealEd map editor allowed seamless creation and testing of levels with particle emitters and lighting setups directly within the engine. Compressed textures, in particular, dramatically boosted frame rates in complex maps by reducing memory usage, albeit with minor quality trade-offs. Networking in Unreal Tournament 2004 emphasized low-latency multiplayer, accommodating up to 32 players per server through client-side prediction and server-side lag compensation to mitigate delays in fast-paced action. These techniques rewound game states to align player actions with perceived events, ensuring responsive hit detection and movement even under network variability up to 100ms latency. Performance optimizations included the Matinee tool for authoring in-engine cutscenes and scripted sequences, streamlining the integration of cinematic elements without external software. Audio features incorporated occlusion for realistic sound propagation, where environmental barriers muffled distant noises, supported by EAX hardware for enhanced spatial audio in compatible setups.

Release and Distribution

Launch Details

Unreal Tournament 2004 was developed by Epic Games with contributions from Digital Extremes and published by Atari (formerly Infogrames). The game launched primarily on Microsoft Windows on March 16, 2004, in North America, following a delay from its originally planned late 2003 release. This PC version marked the core initial rollout, establishing the title as a key multiplayer first-person shooter on the platform. Ports for Mac OS X followed shortly after, releasing on March 31, 2004, in North America through publisher MacSoft. The Linux version, handled by porting specialist Ryan C. Gordon after the closure of Loki Software, became available on March 16, 2004, aligning with the game's expanding platform support. These ports maintained compatibility with the Windows edition's core features while adapting to respective operating systems. The standard edition retailed at an initial suggested price of $39.99 USD upon launch. To address launch-day issues, Epic Games issued an immediate patch focusing on bug fixes and stability improvements. Later updates, including version 3369 released in December 2005, introduced gameplay balance adjustments, enhanced mod support, and further platform optimizations, such as improved Linux compatibility.

Editions and Ports

In September 2004, Atari released the Editor's Choice Edition of Unreal Tournament 2004, which bundled the base game with additional content from the two official Bonus Packs, including four new Onslaught maps, six additional multiplayer maps, three vehicles (the Cicada bomber, Paladin tank, and SPMA artillery unit), and six new characters. This edition also incorporated select community-created content from Epic Games' "Make Something Unreal" contest, such as mods and skins, and applied the latest patches for enhanced compatibility and balance. The Editor's Choice Edition served as the de facto Game of the Year release for Unreal Tournament 2004, compiling all major post-launch expansions and updates up to that point, though no separate "Game of the Year Edition" titled as such was issued in 2007. Official ports of Unreal Tournament 2004 extended the game to Mac OS X and Linux shortly after the Windows launch. The Mac port, developed and published by MacSoft, arrived on March 31, 2004, supporting native cross-platform multiplayer. The Linux port, handled by Ryan C. Gordon after Loki Software's closure (which supported earlier titles), followed on March 16, 2004, and included native binaries for x86 architecture. No official console ports were developed, but emulation communities created unofficial adaptations for platforms like PlayStation Portable and Android, leveraging reverse-engineered assets for playable experiences on non-PC hardware. Unreal Tournament 2004 appeared in several bundles and digital re-releases following its initial launch. It was included in the 2006 Unreal Anthology compilation from Midway Games, a five-disc collection featuring the Editor's Choice Edition alongside Unreal Gold, Unreal Tournament: Game of the Year Edition, and Unreal II: The Awakening. Digital versions of the Editor's Choice Edition launched on Steam on March 17, 2008, and GOG.com on November 25, 2008, both pre-patched to version 3369 with bonus content integrated, though they were delisted on December 14, 2022, from Steam and December 23, 2022, from GOG due to discontinued online services. Regional variations primarily affected frame rate handling in PAL territories, where the game defaulted to 50 Hz output for compatibility with European broadcast standards, compared to 60 Hz in NTSC regions; this resulted in slightly smoother motion in NTSC versions but required manual configuration tweaks for optimal performance on mixed setups. The Unreal Engine's cross-platform design ensured minimal other differences, with patches applied uniformly across regions for engine stability.

Audio and Art

Soundtrack

The soundtrack for Unreal Tournament 2004 was composed primarily by Kevin Riepl, with additional contributions from Starsky Partridge and Will Nevins, resulting in a collection of over 60 tracks that emphasize industrial and electronic styles infused with orchestral and rock influences drawn from earlier entries in the series. These compositions feature aggressive synth-driven rhythms, heavy percussion, and cinematic swells to underscore the game's fast-paced multiplayer combat, creating an immersive auditory experience that builds tension and excitement. Notable tracks include "KR-Rankin," a pulsating electronic piece used as the main menu theme to set an anticipatory tone, and "Onslaught 3" by Will Nevins, an extended industrial track designed for Onslaught mode maps like ONS-Frostbite, evoking relentless vehicular warfare with its driving beats and layered synths. Other highlights, such as "Absolute Zero" by Kevin Riepl, incorporate eerie choral elements and techno pulses for capture-the-flag arenas, enhancing strategic intensity without overwhelming gameplay audio. Although no dedicated commercial soundtrack album was issued by Epic Games or a major label like Sumthing Else Music Works, selections from the score appeared on the 2004 compilation CD Лучшие Компьютерные Игры #5, which included 12 tracks by Riepl totaling approximately 45 minutes of high-quality WAV conversions from the game's audio files, preserving the original production fidelity. In-game, the music system dynamically assigns tracks to specific maps and modes—for instance, electronic industrial pieces for deathmatch arenas and more orchestral scores for bomb-handling objectives—to layer atmosphere that responds to the competitive flow, complementing the broader audio design in campaign cutscenes and multiplayer sessions.

Visual and Audio Design

Unreal Tournament 2004 employs a futuristic sci-fi art style infused with cyberpunk elements, evident in its character models like the armored Iron Skull clan warriors and varied environments ranging from alien planets to orbiting space stations and military installations. This aesthetic draws players into a gladiatorial tournament across interstellar arenas, blending high-tech weaponry with otherworldly architecture for an immersive, high-stakes atmosphere. The game's visual effects leverage advanced particle systems to render dynamic explosions, weapon tracers, and environmental interactions, contributing to its reputation for gorgeous, scalable graphics. Lighting enhancements, including bump mapping and specular highlights, add depth and realism to surfaces, supported by the Unreal Engine 2.5's rendering capabilities. Sound design emphasizes immersive non-musical audio, with distinctive weapon effects like the Shock Rifle's electric zap, layered environmental ambiences that evoke alien worlds, and contextual voice lines delivered by dozens of unique characters across teams. The audio system supports surround sound output up to 7.0 channels via OpenAL or DirectSound3D with compatible hardware and software, enhancing spatial awareness in multiplayer combat. Accessibility options include subtitles and closed captions for all voice lines, alongside customizable audio mixes to adjust effects volume relative to other elements, allowing players to tailor the experience for hearing preferences.

Modding Community

Modification Tools

Unreal Tournament 2004 provides robust built-in tools for modification, primarily through the UnrealEd editor and the UnrealScript programming language, enabling users to create custom content without external software. The Editor's Choice Edition includes the full UnrealEd 3.0, a comprehensive level editor that supports map construction, texture application, actor placement, and event scripting. Users can build levels by adding brushes, static meshes, and dynamic elements like movers and teleporters, with built-in tutorials demonstrating basic workflows such as creating a simple deathmatch arena or scripting door triggers via visual node-based interfaces integrated with UnrealScript. Advanced features include lighting previews, collision editing, and compilation to .ut2 map files, which store geometry, textures, and actor data in a binary format optimized for the Unreal Engine 2. UnrealScript serves as the primary scripting language for extending gameplay, allowing modders to define custom game modes, weapons, mutators, and AI behaviors through object-oriented code. Written in .uc source files and compiled to .u packages, it supports inheritance from engine classes like GameType or Weapon, enabling modifications such as altering damage values or creating new mutator classes that modify rules like low gravity or infinite ammo. Official documentation outlines syntax for events, functions, and variables, with examples including a basic mutator script that overrides player health regeneration by extending the Mutator class and hooking into PostBeginPlay. Epic Games released the full UnrealScript source code for UT2004 in 2004, providing modders with direct access to base classes for reference and extension. Official bonus packs exemplify modding capabilities by delivering additional content created with these tools, serving as practical templates for community creators. The ECE Bonus Pack (released in 2004) includes four new Onslaught maps, three vehicles (the Paladin tank, Cicada bomber, and SPMA artillery vehicle), and six characters, all built using UnrealEd for level design and UnrealScript for mode-specific logic like team-based objective scoring. These assets demonstrate integration techniques, such as importing custom textures into .utx packages and linking vehicle physics via scripted blueprints. Epic Games supported modding through official guidelines and documentation on file formats and best practices, distributed via the game's installation and developer resources. Key formats include .ut2 for compiled maps, .utx for texture and mesh packages, .u for scripted code, and .ogg for audio, with guidelines emphasizing modular directory structures (e.g., placing mods in a subdirectory accessed via command-line flags like ?mod=) to avoid conflicts with core files. The official manual and patch notes provide setup instructions for UnrealEd, including launching the editor from the game's menu and exporting assets, while encouraging use of the engine's built-in profiler for optimizing custom content performance. These resources highlight compatibility with base game features, such as extending Onslaught vehicle combat through scripted enhancements.

Notable Modifications

One of the most influential community-created modifications for Unreal Tournament 2004 was Red Orchestra, a total conversion mod developed by the Red Orchestra Team that transformed the game into a realistic World War II infantry and armored vehicle simulation set on the Eastern Front. First released in 2004, it emphasized tactical gameplay with authentic weapons, maps based on historical battles, and squad-based mechanics, serving as a precursor to the standalone title Red Orchestra: Ostfront 41-45 released in 2006. Red Orchestra won the grand prize for Best Mod in the 2004 Make Something Unreal contest, highlighting its innovation in blending simulation-level realism with accessible multiplayer combat. Strike Force, developed by the Strike Force Team, introduced a team-based tactical mode inspired by counter-terrorism scenarios, pitting counter-terrorist units against terrorists in objective-driven matches across real-world environments. Released in versions up to 4.01 around 2005, it featured four gametypes—Deathmatch, Escape, Hostage Rescue, and Team Deathmatch—with balanced loadouts and fast-paced run-and-gun action to appeal to fans of competitive shooters. The mod's popularity stemmed from its integration of strategic elements like bomb defusal and extraction objectives, fostering intense multiplayer sessions without requiring extensive modifications to the base game. ChaosUT, particularly its evolution in ChaosUT2: Evolution by the Chaotic Dreams team, focused on power-up-driven chaos, enhancing standard UT2004 gametypes with over 30 new weapons, artifacts, and mutators that encouraged unpredictable, high-mobility gameplay. Released in public versions up to 3.76 by 2010, it allowed seamless compatibility with official game modes and other mods, such as combining power-ups like low-gravity jumps and grappling hooks for dynamic arena battles. This mod's design prioritized replayability through randomized power-up spawns and weapon sharing with base UT2004 slots, making it a staple for players seeking amplified frenzy in deathmatch and capture the flag. The Ball, a puzzle adventure mod leveraging UT2004's physics engine, placed players in the role of a controllable spherical entity navigating environmental challenges, traps, and collectibles in a fantasy world to rescue inhabitants from an evil wizard. Developed as Meta Ball by independent creators and released around 2006, it shifted from combat to exploration and problem-solving, using momentum-based rolling mechanics and interactive objects for progression through levels. This mod demonstrated the engine's versatility beyond arena shooting, influencing later puzzle titles by showcasing UT2004's Karma physics for non-violent gameplay. These mods achieved significant impact through widespread adoption, with Red Orchestra alone amassing hundreds of thousands of downloads via platforms like ModDB and contributing to official patch integrations for better compatibility. Participation in Epic Games' Make Something Unreal contests from 2004 onward, including phase winners like Red Orchestra, spurred further development and showcased community innovations, with over 1,000 entries across categories by 2005. Such efforts, utilizing official modding tools like UnrealEd, also paved the way for influences in subsequent Unreal Engine titles by demonstrating scalable multiplayer frameworks.

Reception and Legacy

Critical Reviews

Upon its release, Unreal Tournament 2004 received universal acclaim from critics, earning an aggregate score of 93/100 on Metacritic based on 48 reviews for the PC version. Reviewers frequently highlighted the game's exceptional multiplayer depth, praising its fast-paced, chaotic battles and innovative game modes that encouraged replayability among friends or online opponents. Vehicle combat emerged as a standout feature, with the introduction of Onslaught mode allowing players to command tanks, hoverbikes, and other machinery in large-scale team assaults, adding a thrilling layer of strategy and destruction to the traditional arena shooter formula. However, some critiques pointed to repetition in the single-player campaign, noting that while the bot-driven tournaments provided solid offline practice, they lacked the narrative drive or variety to sustain long-term solo engagement. Key contemporary reviews underscored these strengths. IGN awarded the game a 9.4/10, calling it one of the premier multiplayer shooters of its era due to refined mechanics, expansive maps, and seamless online integration that made every match feel dynamic and competitive. GameSpot similarly scored it 9.4/10, commending the vehicle's innovative integration for transforming gameplay into explosive, vehicular showdowns, though noting occasional balance issues where certain machines dominated matches unfairly. Across reviews, common themes included the excellence of the bot AI, which simulated human-like tactics and adaptability, making offline play nearly as engaging as multiplayer sessions. Map variety was another highlight, with over 100 diverse arenas supporting multiple modes and fostering creative strategies. Retrospectively, the game has been celebrated for its enduring online play, with a 2024 analysis from Lazy Game Reviews emphasizing how its core loop remains addictive two decades later, bolstered by community efforts. Community patches released in the 2020s have enhanced compatibility with modern systems, ensuring servers and mods continue to function on contemporary hardware like Windows 11. By the 2010s, however, critics observed that the graphics had begun to appear dated compared to newer titles, with textures and effects paling against advancements in lighting and resolution.

Commercial Success and Awards

Unreal Tournament 2004 achieved significant commercial success upon its release, selling approximately 400,000 units in its first two weeks on the market. This strong initial performance positioned it as the second top-selling PC game in the United States for March 2004, according to NPD sales data, trailing only Battlefield Vietnam amid competition from high-profile titles like the console-exclusive Halo 2. The game's robust sales contributed to its inclusion in later bundles, such as the 2006 Unreal Anthology, which helped sustain its market presence. The game sold over 1.4 million copies worldwide by the end of 2004. The release of the Game of the Year Edition in September 2004, incorporating the Linux and Mac ports along with expansion content, further extended its commercial longevity through 2007 by attracting new players and supporting ongoing community engagement. The game garnered several notable awards recognizing its multiplayer excellence. It won Best Multiplayer Game in IGN's 2004 PC Game of the Year awards, praised for revitalizing the first-person shooter genre with innovative modes and polished online play. Similarly, GameSpy awarded it Best Multiplayer Game for PC in their 2004 Game of the Year honors, highlighting its depth and accessibility.

Cultural Impact

Unreal Tournament 2004 played a pivotal role in the early development of esports within the first-person shooter genre, fostering a competitive scene centered around LAN tournaments and international events. Major competitions such as the Cyberathlete Professional League (CPL) Summer 2004 in Dallas, with a $50,000 prize pool and 29 participants, and the Electronic Sports World Cup (ESWC) 2004 in Paris, featuring a $10,000 prize pool, highlighted its prominence in organized play. Additional LAN-based events like QuakeCon 2005 and World Cyber Games (WCG) 2004 further solidified its status, drawing players into high-stakes matches that emphasized team coordination in modes like Capture the Flag and Onslaught. This era of grassroots and professional tournaments contributed to the broader evolution of arena shooter esports, paralleling the competitive ecosystems of contemporaries like Quake III Arena and Tribes 2. The game's innovations extended significant influence across the FPS industry, particularly through its introduction of vehicular combat in the Onslaught mode, which integrated fast-paced driving, team-based objectives, and destructible environments into multiplayer arenas. This mechanic, featuring diverse vehicles like hoverbikes and tanks, expanded the scope of arena shooters beyond infantry-only battles and inspired subsequent titles to incorporate similar elements for dynamic, large-scale engagements. Its modding ecosystem proved even more transformative, empowering users to create custom content that birthed multiple indie studios and commercial successes; for instance, Tripwire Interactive's Killing Floor originated as a UT2004 mod, while Psyonix's Rocket League evolved from a UT2004 vehicle-based prototype. Epic Games' Make Something Unreal contest amplified this by awarding development deals, establishing a model for community-driven innovation that prefigured user-generated content platforms in later Epic titles like Fortnite's Unreal Editor for Fortnite (UEFN). The UT2004 community has demonstrated remarkable endurance into the 2020s, sustained by dedicated patches and server infrastructure that keep multiplayer viable on modern hardware. Community efforts, including the OldUnreal patches addressing stability, security, and compatibility issues for Windows and Linux, have enabled seamless play on contemporary systems via tools like Proton for Steam Deck and Linux distributions. Following Epic's 2023 shutdown of official master servers, a volunteer-run replacement via ut2004serverlist.com restored online matchmaking, ensuring active servers for modes like Deathmatch and Bombing Run as of 2025. The game's 20th anniversary in 2024 prompted widespread community reflections, including online retrospectives and renewed player gatherings, underscoring its ongoing appeal. In terms of modern relevance, UT2004 remains accessible through Steam, where community-shared mods and bonus packs enhance replayability, though native Steam Workshop integration is limited to external tools like Garry's Mod addons importing its assets. Console versions for PlayStation 2 and Xbox benefit from emulation projects and backward compatibility on newer Xbox systems, allowing cross-platform preservation. Often compared favorably to prequels like Unreal Tournament (1999) for superior mod support and variety, and sequels like Unreal Tournament 3 (2007) for tighter balance and fewer technical issues, it continues to serve as a benchmark for arena shooters in discussions of the genre's golden age.

References

  1. [1]
    Unreal Tournament - It's called unreal... because it is - Epic Games
    Unreal Tournament 2004 is a multiplayer first person shooter that combines the kill-or-be-killed experience of gladiatorial combat with cutting-edge technology.
  2. [2]
    Unreal Tournament 2004 - MobyGames
    Publishers. Atari, Inc. MacSoft · ak tronic Software & Services GmbH · Epic ... Unreal Tournament 2004 (PC DVD) by Atari [video game]. Unreal Tournament 2004 ...Missing: publisher | Show results with:publisher
  3. [3]
    Unreal Tournament 2004 Reviews - Metacritic
    Rating 93% (48) Rated M for Mature. Platforms: PC. Initial Release Date: Mar 16, 2004. Developer: Epic Games. Publisher: Atari SA. Genres: FPS · Full Credits & Details. Related ...
  4. [4]
    Unreal Tournament 2004 - IGN
    Rating 9.4/10 · Review by IGNDevelopers. Epic Games, Digital Extremes ; Publishers. Atari, MacSoft ; Franchises. Unreal Tournament ; Features. Memory Card, Online, Mic/Headset Voice, EAX, ...
  5. [5]
    Unreal Tournament 2004 Review - Gaming Nexus
    Apr 5, 2004 · For starters, the designers brought back the vaunted assault mode that made the original UT an amazing time killer. While the addition of ...<|control11|><|separator|>
  6. [6]
    Unreal Tournament 2004 (PC) Review - HonestGamers
    Rating 10/10 · Review by grassrootsOver a dozen modes are available for play, including deathmatch, team deathmatch, capture the flag, bombing run (basically soccer with guns), the objective- ...
  7. [7]
    Unreal Tournament 2004 Review - IGN
    Rating 9.4/10 · Review by David AdamsMar 11, 2004 · It's got new game play depth that goes way beyond Deathmatch. And best of all, it brings back the easy-to-pick-up, tough-to-put-down feel of the ...
  8. [8]
    Atari announces special edition Unreal Tournament 2004 - GameSpot
    Jul 29, 2004 · Atari will be releasing a special addition of its PC shooter Unreal Tournament 2004 this fall. Called the Editor's Choice Edition, ...
  9. [9]
    Unreal tournament 2004 no longer available in steam?
    Jul 5, 2023 · Epic no longer wanted to maintain the master servers for the games that have a dwindling player base, and focus on what makes them money.
  10. [10]
    Unreal Tournament 2004 Walkthrough - GameSpot
    Jan 18, 2006 · This walkthrough includes tips on weapons, game modes like Deathmatch, CTF, Assault, and Onslaught, and new maps. It also covers vehicle ...
  11. [11]
    Unreal Tournament 2004 - Strategy Guide - PC - By Nero - GameFAQs
    Rating 93% (48) Sep 29, 2004 · ... health or shield you have. Secondary Fire Mode* Introduction: It ... **Your health will regenerate at the rate of 6 points per second ...
  12. [12]
    Unreal Tournament 2004 Weapons
    UT2004 Weapons · Shield Gun · Assault Rifle · Bio Rifle · Mine Layer · Shock Rifle · Link Gun · Minigun · Flak Cannon.
  13. [13]
  14. [14]
    Unreal Tournament 2004 Review - GameSpot
    Rating 9.4/10 · Review by Sam ParkerMar 16, 2004 · UT 2004's graphics are simply outstanding. It's not just that the game runs fast and smooth, that the textures are crisp and distinct at even ...
  15. [15]
    Unreal Tournament 2004 Hands-On - IGN
    Sep 10, 2003 · The classic game modes -- Deathmatch and Team Deathmatch, Domination, and Capture the Flag -- remain largely unchanged from UT2003, or even the ...
  16. [16]
    Unreal Tournament 2004 - IGN
    Aug 26, 2003 · In addition to providing capture the flag and deathmatch formats, Unreal Tournament 2004 also offers the return of a new game mode, Assault.
  17. [17]
    E3 2003: Unreal Tournament 2004 - IGN
    May 16, 2003 · Epic has decided to add two new interesting multiplayer modes to UT2004: Assault and Onslaught. ... Epic Games Mar 16, 2004. ESRB: Mature. PC ...
  18. [18]
    UT 2004 Preview - IGN
    Jul 15, 2003 · The biggest addition in UT2004 is a game mode called Onslaught. This team-based mode pits two sides against each other on a massive, war-torn ...
  19. [19]
    Unreal Tournament 2004/Vehicles - StrategyWiki
    May 22, 2009 · 1 Standard vehicles. 1.1 Scorpion; 1.2 Manta; 1.3 HellBender; 1.4 Raptor; 1.5 Goliath; 1.6 Leviathan; 1.7 Ion Tank · 2 Spacefighters · 3 Editor's ...Standard vehicles · HellBender · Leviathan · SpacefightersMissing: list | Show results with:list
  20. [20]
    Unreal Tournament 2004 Vehicles Guide
    There are both Skaarj (Black Scorpions) and Human space fighters (Eagle), but they function pretty much the same. Seats: One Primary Attack: Plasma projectorsMissing: list | Show results with:list
  21. [21]
    Unreal Tournament 2004 Weapons Guide
    Weapons Guide. UT2004 features a mix of old and new. Be sure to look through the weapons options screen, because you can configure all sorts of things and ...
  22. [22]
    Turrets - Liandri Archives
    Aug 7, 2014 · UT2004 features a number of different turrets; all of them, except for the Ion Cannon, can be healed with the Link Gun. The following list shows ...
  23. [23]
    Unreal Tournament 2004 Cheats, Codes, and Secrets for PC
    Rating 93% (48) Adrenaline Combos. When your adrenaline reaches 100, you can put in these codes to gain temporary bonuses: Effect, Code. Camouflage, Right, Right, Right, Right ...Missing: pickups | Show results with:pickups
  24. [24]
    UT2004 Single Player - Liandri Archives - BeyondUnreal
    Dec 16, 2012 · You must win the four ladders in order to reach the finals. Double Domination ladder. Map, Prize, Scorelimit, Timelimit, Tier, Members per team ...
  25. [25]
    Unreal Tournament 2004 - Character FAQ - PC - By alext_b
    Rating 93% (48) Nov 21, 2006 · After completing the qualification rounds, all "Weak" team captains and players can be hired as free agents by looking in the "Team Management" ...
  26. [26]
  27. [27]
    Sapphire - Unreal Wiki - Fandom
    A soft-spoken, intelligent, attractive, and extremely brutal fighter. She was part of Iron Guard in Unreal Tournament 2004 and led the Mercenary team in Unreal ...Missing: sniper | Show results with:sniper
  28. [28]
    Guide :: UT Bot Difficulty Skill Details - Steam Community
    Sep 11, 2018 · Skilled: 70% damage, 90% speed, can double jump, field of view 60°, turns approx. 225° per second. Adept: full damage, full speed, tries to ...
  29. [29]
    Which Unreal Tournament has the best bots? - Doomworld
    Oct 27, 2017 · 99's bots have more room for personality, but 2k4's bots play better. They'll utilize lift jumps, slope dodges, and other "advanced" movement tricks.
  30. [30]
    How to create characters? :: Unreal Tournament 2004 General ...
    Feb 10, 2016 · You can set up custom bots. The option is a bit hidden. In instant action, change the bot option to use bot roster. Now click on a bot.Using Custom Skins - Unreal Tournament 2004 - Steam CommunityJafos Botmanager :: Unreal Tournament 2004 General DiscussionsMore results from steamcommunity.com
  31. [31]
    Deathmatch - Unreal Wiki - Fandom
    The objective in Deathmatch is to score "frags". A player can earn these frags by killing an enemy player. One frag will be awarded for a kill.Unreal · Unreal Tournament · Unreal Tournament 2004 · Unreal Tournament 3
  32. [32]
    Unreal Tournament 2004 Announced - GameSpot
    May 13, 2003 · Unreal Tournament 2004 is being codeveloped by Epic Games and Digital Extremes. The game is due out this fall. Where to buy.
  33. [33]
    UT2004 Postmortem - Page 1 - GameSpy
    Mar 12, 2004 · ... Cliff Bleszinski and why are there so many pictures of him ... And he also knows a lot about a little game called Unreal Tournament 2004 ...Missing: challenges | Show results with:challenges
  34. [34]
    [PDF] Unreal Tournament 2004 - NVIDIA
    Unreal Tournament 2004 08. Call Of Duty 12. Forceware 15. The Future ... Epic Games' Lead Designer Cliff Bleszinski discusses the gaming modes, all ...
  35. [35]
    Unreal Engine 2.5 - ArcticCombat Wiki - Fandom
    UE2.5, an update to the original version of UE2, improved rendering performance and added vehicles physics, a particle system editor for UnrealEd and 64-bit ...
  36. [36]
    UT2004 stuttering issues. - guru3D Forums
    Mar 29, 2008 · Transform and Lighting is the mechanism the game uses to handle dynamic shadows and related effects. Older video cards used that mechanism ...
  37. [37]
    Unreal Tournament 2004 Patch -- 3204 - guru3D Forums
    May 26, 2004 · Provides support lip synching to spoken phrases, with UnrealEd integration. Tools and examples to come soon! - Reorganized placement of ...
  38. [38]
    Unreal Tournament 2004 - PCGamingWiki PCGW
    Sep 14, 2025 · Unreal Tournament 2004 is a singleplayer and multiplayer first-person action , FPS and shooter game in the Unreal series.
  39. [39]
    Visibility and Occlusion Culling in Unreal Engine
    The primary dynamic occlusion method employed is Hardware Occlusion Queries, which issues visibility checks to the GPU each frame as a query per-Actor. The ...Missing: 2004 | Show results with:2004
  40. [40]
    TweakGuides.com - Unreal Tournament 2004 Tweak Guide
    Just as with compressed lightmaps, compressed textures reduce image quality slightly, however they improve graphics performance dramatically (especially ...
  41. [41]
    [PDF] The Effects of Loss and Latency on User Performance in Unreal ...
    Unreal. Tournament 2003 (UT2003) is an online FPS in which up to 32 players can compete simultaneously on a single server over the Internet. Players navigate ...
  42. [42]
    [PDF] The Effects of Loss and Latency on User Performance in Unreal ...
    Packet loss doesn't drastically impact user performance in UT2003. However, latencies as low as 100ms can significantly degrade shooting with precision weapons.
  43. [43]
    New Features In UT200X - Beyond Unreal
    Sep 17, 2006 · UT2003 has a real true-to-life particle system, that lets you do sprite, mesh, or beam emitters. The beam emitters they showed us were used to ...
  44. [44]
    UT2004 EAX 3.0 vs EAX 5.0 with X-Fi patch Creative 4K ... - YouTube
    Oct 23, 2019 · ... hardware capabilities to extend the audio experience. It sounds ... (occlusion culling). However with this option enabled, you may ...
  45. [45]
    Unreal Tournament 2004 Release Information for PC - GameFAQs
    Rating 93% (48) Platform: PC · Genre: Action » Shooter » First-Person » Arcade · Developer: Epic Games · Publisher: Atari SA · Release: March 16, 2004 · Expansions: 1 available.
  46. [46]
    Unreal Tournament 2004 International Releases - Giant Bomb
    Mar 16, 2004 · Unreal Tournament 2004 ; Platform, PC ; Region, United Kingdom ; Developer, Epic Games, Digital Extremes, Psyonix Studios ; Publisher, Atari SA.
  47. [47]
    Unreal Tournament 2004 had native Linux binaries and the servers ...
    Jan 5, 2019 · Unreal Tournament 2004 had native Linux binaries and the servers are still up! (Link on how to play ONS-Torlan and CTF-FaceClassic for free via ...Installing Unreal Tournament (Steam) on Linux, guide I made for a ...A Linux User's Guide To the Unreal Tournament Series - RedditMore results from www.reddit.com
  48. [48]
    Unreal Tournament 2004 (PC) Review - Overclockers Club
    May 23, 2004 · Unreal Tournament 2004 (PC) Review. Former staff writer - May 23, 2004. : Atari Price: $39.99 USD. Share to Facebook More. Introduction. To many ...
  49. [49]
    New Unreal Tournament 2004 Patch Released - IGN
    Dec 2, 2005 · Epic today kicked out a new Unreal Tournament 2004 that will become compulsory to use as servers still clinging onto old builds will be ...
  50. [50]
    Unreal Tournament 2004: Editor's Choice Edition - IGN
    Aug 16, 2004 · As we mentioned earlier, Unreal Tournament 2004: Editor's Choice Edition will include the original game as well as all the new additions, so ...<|separator|>
  51. [51]
    What's the diffrence between the Editors choice UT2004 and the ...
    Feb 10, 2007 · The editors choice edition include more maps and new vehicles. The ECE patch is available as a downloadble update for the normal version, but is ...Missing: GOTY | Show results with:GOTY
  52. [52]
    unreal tournament goty or editors choice - Steam Community
    Nov 6, 2016 · Originally posted by Insidious: Are you talking about the Editor's Choice Edition of "UT2004?" The ECE was 2004's GOTY version (Latest update ea).Editor's Choice, LOLwhut? :: Unreal Tournament 2004 General ...Unreal Tournament: Game of the Year Edition Discussions généralesMore results from steamcommunity.com
  53. [53]
    Unreal Tournament 2004 - IGN
    Feb 4, 2004 · - UT2004 for MacOS X will be a seperate product, published through MacSoft, but will be (near) simultaneous release. - Demos will be available ...
  54. [54]
    List of unofficial console PC Ports with Tutorial : r/emulation - Reddit
    Apr 15, 2023 · I have created a list of all the unofficial console PC ports I know, along with easy-to-install versions that have been marked with a star.Can you download Ut2004 onto a psp or something handheld ...What is the most accessible console port for a ue game? - RedditMore results from www.reddit.comMissing: Unreal Tournament 2004
  55. [55]
    Unreal Anthology Details - IGN
    Oct 5, 2006 · Midway reaffirmed that it will release a repackaged Unreal Anthology early next month which will include Unreal, the U1 expansion Return to ...
  56. [56]
    Unreal Tournament 2004 (Editor's Choice Edition) - Delisted Games
    Jul 16, 2024 · Assault Mode – Assault mode returns! Redesigned for UT2004, this fan-favorite mode sees teams face-off to defend and attack fortified bases, ...
  57. [57]
  58. [58]
    Music/UC-2003-2004 | Unreal Wiki - Fandom
    The following pages lists the different soundtracks of Unreal Championship, Unreal Tournament 2003 and Unreal Tournament 2004.
  59. [59]
    Unreal Tournament 2004: Game rip - Mirsoft.info
    But, the tunes composed by Riepl and Nevins are COOL! They mixed many styles of music (Orchestra, eerie choirs, heavy battle rhymes, techno etc.) and effects ...
  60. [60]
    Unreal Tournament 2003-2004 OST - KR-Rankin - YouTube
    Jan 10, 2013 · Video Game: Unreal Tournament 2003 (2002), Unreal Tournament 2004 (2004) Album: Unreal Tournament 2003-2004 Game Rip Song: KR-Rankin ...Missing: key | Show results with:key
  61. [61]
    UT 2004 - OnSlaught - SoundCloud
    Apr 28, 2020 · Listen to UT 2004 - OnSlaught, a playlist curated by Will Nevins - Composer/Sound Designer on desktop and mobile.
  62. [62]
    Unleashing the Unreal | Computer Graphics World
    ... Unreal Tournament 2004. “Adding the vehicles to UT2k4 was a scary change for us at first, but once we nailed the feeling we were going for, it all clicked ...Missing: bump | Show results with:bump
  63. [63]
    Unreal Tournament 2004 - PSIllustrated.com
    ... Unreal Tournament 2004 just oozes with both quality and polish, making for a ... A bevy of special effects, from particle effects to explosions, add another layer ...Missing: visual | Show results with:visual
  64. [64]
    GameSpot's Month in Review for March 2004
    Mar 28, 2005 · Unreal Tournament 2004's graphics are among the best available in a game on any platform today, and the graphics engine scales admirably to ...
  65. [65]
    Unreal Tournament review - PC Gamer
    Rating 90% · Review by PCGamerApr 13, 2014 · This review almost entirely focuses its praise on the quality of Unreal Tournament's bots as a way to fill the hole left by omitting labyrinths and switches.
  66. [66]
    20th Anniversary of Unreal Tournament - Hyrule Blog - The Zelda Blog
    Nov 22, 2019 · The Shock Rifle shoots a hitscan beam and an energy ball projectile, where ... Unreal Tournament 2004, Unreal Tournament III and Unreal ...Missing: audio | Show results with:audio
  67. [67]
    Unreal Tournament 2004 (DVD Special Edition) - MobyGames
    Unreal Tournament 2004 (DVD Special Edition) attributes, tech specs, ratings. ... Dolby Digital · EAX Advanced HD. Input Devices Supported/Optional: Keyboard ...Missing: Surround | Show results with:Surround
  68. [68]
    [PDF] Manual.pdf - WEBA :: UT 2004
    The Unreal Tournament 2004 game requires DirectX® 9.0b or higher in order to run. If you do not have DirectX® 9.0b or higher installed on your computer, click.
  69. [69]
    Complete UnrealEd Reference Guide - Tactical Ops Archive
    Complete UnrealEd Reference Guide · Basic Usage · Getting Started · Lighting · Movers · Teleporters · Triggers · Advanced Triggers ...<|control11|><|separator|>
  70. [70]
    Unreal Tournament 2003-2004 FAQ - BeyondUnreal Forums
    Apr 13, 2005 · First, try the following steps: Get the latest patch (version 3369 at the moment). Go to Settings, and then to the game tab. There, uncheck ...
  71. [71]
    UnrealWiki: UnrealScript - Beyond Unreal
    May 25, 2007 · UnrealScript is an object-orientated programming (OOP) language created by Epic Games for scripting in-game content for the UnrealEngine. In ...
  72. [72]
    Unreal Tournament / Guides & Reference / Reference / UnrealScript ...
    Dec 21, 1998 · This is a technical document describing the UnrealScript language. It's not a tutorial, nor does it provide detailed examples of useful UnrealScript code.Missing: 2004 | Show results with:2004
  73. [73]
    UnrealWiki: UnrealScript Source - Beyond Unreal
    Sep 22, 2006 · Unreal Tournament 2004. Original UnrealScript sources and .u files compiled for debugging support (obtained directly from Epic Games). From ...
  74. [74]
    UT2004 UnrealScript Source Code - Planet Unreal - GameSpy
    Here's the Unreal Tournament 2004 UnrealScript source code for mod developers at version 3186. NULL. Files. Name, Type, Size, Downloads, Description. ude3005.Missing: examples | Show results with:examples
  75. [75]
    Unreal Tournament 2004 Mega Pack (Windows) - Official content
    Summary: All of the Editor's Choice Edition (ECE) Bonus Pack content, and 9 new maps; Patches the game to the latest release (v3369).
  76. [76]
    UT2004 MegaPack + Windows Patch 3369 - Downloads - UTzone.de
    Jan 12, 2010 · The MegaPack includes the latest patch, content from the first bonus pack, new maps, vehicles, and six new characters for UT2004.
  77. [77]
    Wikis / Unreal Wiki / UE2:Using the UT2004 mod system
    These basic procedures will show you how the unreal engine works with directories and how to setup your modification so it will use the mod system.Missing: tools documentation
  78. [78]
    UT2004 retail patch v3339 & ECE bonus pack v1.1 - Neowin
    Nov 15, 2004 · This release applies more gameplay tweaks, bug fixes, and other changes as detailed in the release notes, and it's accompanied by an updated ...
  79. [79]
    Red Orchestra - Unreal Tournament 2004 mod - ModDB
    Red Orchestra is the award winning state of the art total conversion for the Unreal Warfare Engine (Unreal Tournament 2004) that pits players in scale combat.
  80. [80]
    Winners Announced in 2004 Make Something Unreal Contest
    The grand prize for Best Mod was awarded to Red Orchestra – an infantry and armored vehicle simulation set on the Russian front during World War II.Missing: UT2004 | Show results with:UT2004
  81. [81]
    Strike Force 2004 mod - ModDB
    Strike Force 2004 is a fast paced run and gun styled modification for UT2004. Counter Terrorist and Terrorist units go head to head to find out who is the ...
  82. [82]
    UT2004 - Strike Force 2004 v4.01 - Planet Unreal
    Description, Strike Force is a modification for Unreal Tournament 2004. Strike Force puts terrorist against counter terrorist in real world environments and ...
  83. [83]
    ChaosUT2: Evolution - Chaotic Dreams
    A free modification (commonly referred to as a 'mod') of the popular retail game Unreal Tournament 2004, which was created by Epic Games and Digital Extremes.
  84. [84]
    ChaosUT2:Evolution - Unreal Tournament 2004 mod - ModDB
    Patch from the very recent uptate to the latest 3.76 chaos UT Evolotion This file is also for people who are interested into beta testing this WIP verion...
  85. [85]
    ChaosUT2: Evolution Weapons - Chaotic Dreams
    Each Chaos weapon shares one of the weapon slots (on your numbered keys) with a standard UT2004 weapon, and it will also share the same spawn points in the maps ...
  86. [86]
    American Player Model news - Darkest Hour: Europe '44-'45 mod for ...
    Dec 21, 2006 · Based on the award winning Red Orchestra: Ostfront, Darkest Hour: Europe '44-'45 is a free, online multiplayer, total-conversion mod that ...
  87. [87]
    Meta Ball - Unreal Tournament 2004 mod - ModDB
    You have been summoned by small creatures called Tinies to save them and their castle from an evil wizard. This wizard transformed almost all of them into ...
  88. [88]
    Downloads - Red Orchestra mod for Unreal Tournament 2004
    Browse Red Orchestra mod for Unreal Tournament 2004 files to download full releases, installer, sdk, patches, mods, demos, and media.
  89. [89]
    UT2004 mod contest crowns winners - GameSpot
    Aug 7, 2004 · Epic Games announced the winners of its third round of the "$1,000,000 Nvidia Make Something Unreal" mod-making contest for Unreal ...
  90. [90]
    Make Something Unreal Winner - IGN
    Jan 24, 2005 · The Unreal Editor is a free tool that was included with the best-selling Unreal Tournament 2003 and Unreal Tournament 2004 PC games developed by ...
  91. [91]
  92. [92]
    Unreal Tournament 2004 20 Years Later: An LGR Retrospective
    Apr 5, 2024 · Revisiting UT2004 two decades later! This sequel to UT99 (er, UT2003?) from Epic Games and Digital Extremes was a staple of PC gaming in the ...
  93. [93]
    UT2004 Community Patch 2023 file - ModDB
    Dec 18, 2022 · This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the ...
  94. [94]
    Unreal Tournament 2004 review | Eurogamer.net
    Rating 9/10 · Review by Rob FaheyMar 29, 2004 · Having considered the evidence, we found our opinion of UT2004's place alongside UT2003 somewhat revised. Rather than being a bonus pack for its ...
  95. [95]
    Unreal Tournament 2004 Tournaments - Liquipedia Arena FPS Wiki
    Jul 13, 2025 · A listing of all UT2K4 tournaments, regardless of tier.
  96. [96]
    Unreal Tournament 2004 Top Players & Prize Pools - Esports Tracker
    1. » CPL Summer 2004 (UT2004), $50,000.00 · 2. » WCG 2004 (UT2004), $40,000.00 · 3. » WCG SEC 2005 (UT2004), $13,470.46 · 4. » ESWC 2005 (UT2004), $12,000.00 · 5. » ...
  97. [97]
    How Unreal Tournament mods created a wave of successful indie ...
    Nov 14, 2017 · Tripwire was only one of the successful indie studios that grew out of the Unreal Tournament modding scene and the the Make Something Unreal competition.
  98. [98]
    OldUnreal/UnrealTournamentPatches - GitHub
    Our patches fix hundreds of stability, security and performance problems in the game client, the server, and in Unreal Editor. They also add support for modern ...
  99. [99]
    Restore Server Lists on Unreal Tournament 2004! - Play UT2004 ...
    Epic Games has shut down their online support for Unreal Tournament 2004. There is a NEW master server! Just one command to switch!Missing: 20th anniversary
  100. [100]
    Unreal Tournament 2004 SWEPs - Steam Community
    The weapons and pickups from UT2004. Includes: Shield Gun; Translocator (press +zoom to switch to puck camera); Assault Rifle (single and ...Missing: integration | Show results with:integration
  101. [101]
    Unreal Tournament 2004 (Editor's Choice Edition) - Delisted Games
    Details the delisting of Unreal Tournament 2004 from digital platforms.
  102. [102]
    Unreal Tournament 2004: Editor's Choice Edition (2004) : Epic Games - Internet Archive
    Archive.org page providing download for Unreal Tournament 2004 Editor's Choice Edition.