I'm wondering if people that got a dusty copy of ut2k4 somewhere or are willing to buy it for say 5 dollar, are interested in playing some redorchestra mod.
It will be an older version than mod 3.0.
So some things that were different back then some good some bad, this is mainly a night for nostalgia for some, and for others being able to see what things got shafted in ostfront and what things got added.
- you need a percentage of people in the capzone to cap it.
- spawnzombies (sometimes you miss spawn and a spawnzombie appears instead.
- No tanks, No arty, No smoke, No leaning, (its an old version so you miss some things)
- extreme blast radius with grenades
- lots of great maps that didn't make it to ostfront
- see the original versions of alot of the ostfront maps
- less linearity because you need more people to initiate a cap more capzones are open at thesame time giving more tactical freedom.
- no sway yet on weaponry
- hipping always fires in the dead center
- no indicator on the map what zone is being capped, no indication how many enemies are in the cap zone.
- less recoil on smgs
Some of these things are clearly better in ostfront but some things especially, not knowing howmany people are in the capzone and forcing multiple people in to cap, and the ability to hit something without resting, and low recoil on smgs, and nonlinear maps, change the way the game plays.
It will be an older version than mod 3.0.
So some things that were different back then some good some bad, this is mainly a night for nostalgia for some, and for others being able to see what things got shafted in ostfront and what things got added.
- you need a percentage of people in the capzone to cap it.
- spawnzombies (sometimes you miss spawn and a spawnzombie appears instead.
- No tanks, No arty, No smoke, No leaning, (its an old version so you miss some things)
- extreme blast radius with grenades
- lots of great maps that didn't make it to ostfront
- see the original versions of alot of the ostfront maps
- less linearity because you need more people to initiate a cap more capzones are open at thesame time giving more tactical freedom.
- no sway yet on weaponry
- hipping always fires in the dead center
- no indicator on the map what zone is being capped, no indication how many enemies are in the cap zone.
- less recoil on smgs
Some of these things are clearly better in ostfront but some things especially, not knowing howmany people are in the capzone and forcing multiple people in to cap, and the ability to hit something without resting, and low recoil on smgs, and nonlinear maps, change the way the game plays.