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Unreal Tournament III
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This section of the site is about Unreal Tournament 2004.
If you have Unreal Tournament 2004
or the Special Edition
you should install the UT2004 Mega Pack.
This second bonus pack will add new maps, add the first ECE Bonus Pack content,
and update the game to the latest version; 3369.
If you have Unreal Anthology
your game is already at the latest version; 3369, and includes most official content.
The only thing that wasn't added for some reason are the XP Levels (ONS-Aridoom and ONS-Ascendancy).
For some more info read this BeyondUnreal review.
You can find the mentioned downloads as well as a number of other non-official bonus packs at: Links → Bonus packs
S: Weapon slot, I: Initial ammo,
M: Maximum ammo, P: ammo/Pack,
D: Damage
The amount of ammo in weapons from Weapon Lockers differs, and is set by the mapper.
| Weapons | Ammo | |||
|---|---|---|---|---|
| Name | S | I | P | M |
| Translocator | 0 | 5 | 5 | |
| Shield Gun | 1 | 100 | 100 | |
| Assault Rifle | 2 | 150 | 50 | 350 |
| AR Grenade | 2 | 4 | 4 | 8 |
| Bio-Rifle | 3 | 20 | 20 | 50 |
| Mine Layer | 3 | 4 | 8 | 25 |
| Shock Rifle | 4 | 20 | 10 | 50 |
| Instagib Rifle | 4 | ∞ | ∞ | |
| Link Gun | 5 | 40 | 30 | 120 |
| Minigun | 6 | 150 | 50 | 350 |
| Flak Cannon | 7 | 15 | 10 | 50 |
| Grenade Launcher | 7 | 10 | 5 | 50 |
| Rocket Launcher | 8 | 12 | 9 | 30 |
| AVRiL | 8 | 5 | 5 | 25 |
| Lightning Gun | 9 | 15 | 10 | 40 |
| Sniper Rifle | 9 | 15 | 10 | 35 |
| Ion Painter (Cannon) | 0 | 1 | 1 | |
| Redeemer | 0 | 1 | 1 | |
| Ball Launcher | 1 | 1 | ||
Moving in a direction and firing a projectile doesn't make it have a faster starting speed for some weapons. This means for instance firing rockets when jumping off a ledge might make your rockets crash into you. A more positive result is that while falling down and launching your TL disc straight up will make it gain just as much height as if it would've been shot while standing still.
While falling hit a decently sloped surface and you should skid of the surface, but not hurt yourself at all. Landing in deep enough water also reduces all falling damage. It's also possible to Wall Dodge of a nearby wall to take away quite a bit of your vertical speed.
Besides using your plasma shield to block incoming fire, you can use it while pointing it down when hitting the ground,
to greatly reduce or even nullify falling damage. (This will drain its energy faster, just as blocking incoming fire would.)
Squeeze the trigger right after you change to your SG, before you have it fully equipped, so the shield is created as soon as possible.
Bonus tip: Look through your shield to make everything turn a little brighter, which is useful for making out details in dark places.
Charge your SG, and while pointing it down, jump, and quickly afterwards release the plasma wave (regular fire) to propel yourself upwards. (This counts as a Jump, and can be followed by a Double Jump.) Charging longer also takes more of your health, up to 37 points, whereas a quick tap which will sometime suffice, only costs 10.
Charge your SG, and while pointing it about 45° down, looking away from where you want to go, dodge backwards, and quickly afterwards use the plasma wave (regular fire) to propel yourself backwards. (The dodge can be followed by a Jump as normal.)
Similar to repeatedly doing a SG Jump with only a quick tap, used to keep you airborne longer. Useful in combination with a SG Dodge right next to a nearby wall you can use to pop. Once the SG Dodge sends you off flying, face the wall, look down at around 45°, and as often as possible release plasma waves (regular fire). Hitting the wall will hurt you, and Keg O' Healths and Shields definately help, but it will also reduce falling speed for every time you fire.
Though an SG Jump is usually prefered because this takes a lot of health, to gain height you can also use the RL to perform a RJ by firing a rocket at the ground below you right after jumping You can use other explosive discharges like those from grenades, Shock Rifle plasma charges, or Bio-Rifle puddles (use your SG) if you time things right. In these cases, or when using other people's explosions you might have the time to equip and use your SG's shield to block some of the damage.
For a big shock wave, detonate plasma charges (alternate fire) by firing a photon beam (regular fire) through them. The beam will cost 4 ammo instead of 1 when performing a SC. This works with enemy plasma charges as well.
Firing the Link Gun's normally green plasma beam (alternate fire) at a team mate can improve the firepower of his/her Link Gun.
The beam will automatically turn into a harmless, blue carrier beam that doesn't cost any ammo, when the person you fire at also has a Link Gun equipped.
If it stays green, (s)he is currently using a different weapon, or isn't a team mate.
Once (s)he starts firing his/her plasma, either through bursts or as a beam, it will be coloured yellow, and boosted by your feed.
Your Link Gun is now transfering its energy and using up ammo.
If a third person fires a carrier beam at you in turn, all 3 Link Guns will use up ammo, but the final red coloured beam will do even more damage.
A Link Gun can be boosted by a maximum of 2 carrier streams, but only in sequence.
The following are the default vehicle values.
In AS-Junkyard the HellBender has 2000 health.
In AS-RobotFactory the Goliaths have 1600 health.
| Name | Seats | Health |
|---|---|---|
| Land | ||
| Manta | 1 | 200 |
| Scorpion | 1 | 300 |
| HellBender | 3 | 600 |
| Goliath | 2 | 800 |
| Paladin | 1 | 800 |
| Ion Tank | 2 | 1500 |
| Self Propelled Mobile Artillery | 1 | 600 |
| Leviathan | 5 | 5000 |
| Air / space | ||
| Raptor | 1 | 300 |
| Cicada | 2 | 500 |
| Phoenix | 0 | 150 |
| Human Space Fighter | 1 | 100 |
| Skaarj Space Fighter | 1 | 100 |
| Name | Health |
|---|---|
| Energy Turret | 450 |
| Minigun Turret | 1500 |
| Link Turret | (400) 750 |
| Ion Cannon | 3000 |
| Energy (Mothership) Turret | 650 |
| Name | Health |
|---|---|
| Power Core | 100 |
| Power Node | ? |
| Sentinel | (?) ∞ |
| Autoturret | ∞ |
Make a new frag within 3 seconds after your previous one and get a Multi Kill.
Every 5 frags you make without dying earns you a higher Spree level.
Make 15 frags with certain weapons in 1 match to be considered whoring, and earn a name.
| F | Multi Kill |
|---|---|
| 2 | Double Kill! |
| 3 | Multi Kill! |
| 4 | Mega Kill!! |
| 5 | ULTRA KILL!! |
| 6 | M O N S T E R K I L L!!! |
| 7 | L U D I C R O U S!!! |
| ≥8 | H O L Y S H I T! |
| F | Spree |
|---|---|
| 1st | First Blood |
| 5 | Killing Spree! |
| 10 | Rampage! |
| 15 | Dominating! |
| 20 | Unstoppable! |
| 25 | GODLIKE! |
| 30 | WICKED SICK! |
| Type | # | Name earned |
|---|---|---|
| Shock Rifle combos | 15 | Combo Whore |
| Flak Cannon frags | 15 | Flak Monkey |
| Lightning Gun headshot | 1 | Headshot |
| Lightning Gun headshots | 15 | Headhunter |
| Event | Announcement |
|---|---|
| 3 subsequent CTF or BR scores | Hat Trick |
| Event | Announcement |
|---|---|
| Steal enemy vehicle | Carjacked! |
| Run someone over | Roadkill! |
| Run someone over with fast vehicle, without stopping | Hit and Run! |
| Run people over (?) | Road Rage! |
| 15 frags with vehicle | Road Rampage! |
| Run multiple people over (?) | Vehicular Manslaughter! |
| Crash into other car with Scorpion or HellBender | Fender Bender! |
| Stunt jump with Scorpion or HellBender | Dare Devil! |
| Land on top of someone with vehicle | Pancake! |
| Shoot Raptor out of sky with Goliath | Eagle Eye! |
| Win Raptor dogfight | Top Gun! |
| Make Telefrag | Telefrag! (?) |
A useful substance, also known as epinephrine, or C9H13NO3, can be acquired in different amounts through different means, and used to trigger 6 kinds of rushes by using your basic movement keys. ("Pint-sized!" & "Camouflaged!" are mutator-activated, and require the appropriate Bonus Pack.)
First Blood, Sprees, ending Sprees, Multi Kills, and fragging carriers adds the mentioned amount to that earned with the frags.
| Means | # |
|---|---|
| Acquire pill | 3 |
| Frag in DM/TDM | 5 |
| Frag in CTF/BR/DOM | 2 |
| First blood | 10 |
| Spree | 10 |
| Ending Spree | 10 |
| Multi Kill | 10 |
| Death | 0 |
| Suicide | -2 |
| Frag carrier | 10 |
| Return Flag/Bomb | 5 |
| Capture | 25 |
| Combo | Rush | t(s) | Info |
|---|---|---|---|
| ↑, ↑, ↑, ↑ | Speed | 18 | Move faster, jump higher, drawing yellow tracks with your feet |
| ↓, ↓, ↓, ↓ | Booster | 27 | (Re)generate health up to 199%, then shield up to 150%, emitting green pluses |
| →, →, ←, ← | Invisibility | 27 | Turn invisible, minus shimmering effect |
| ↑, ↑, ↓, ↓ | Berserk | 27 | Shoot faster while 3 orange lines revolve around you |
| ←, ←, ←, ← | Pint-sized! | 27 | Become half as big; no more crouching |
| →, →, →, → | Camouflaged! | 40.5 | Hide in a holographic object. |
For some reason most people explain the following incorrectly, so here I'll try and do it right.
Your running speed and jumping height gets greatly improved while on a Speed rush, and most of these moves benefit from that.
Also see the Weapons section for moves that require the use of certain weapons.
There are 2 main rules to keep in mind:
1 After a Jump you have to land to be able to jump again.
2 After a Dodge, you have to land to be able to dodge again.
At the apex of a Jump, another one, henceforth called a Double Jump, will make you gain more height.
Rule 1 applies.
A slower Dodge is accomplished by standing still and pressing 1 of the 4 directional keys twice in rapid succession. This dodge is useful for dodging up slopes like for instance DM-Antalus' steep hills, and the piece of board at the base of the tower in BR-Skyline. The slope will turn the high horizontal speed into a high vertical speed, which means going where even Double Jump won't let you go.
The faster, diagonal Dodge is faster and will get you farther, is a bit harder.
It usually doesn't work well when you want to mount slopes, but it's preferable in most other cases.
The following is one example.
Move forward to gain momentum, and have your target landing zone slightly on your right.
Then, while still heading for an area left of your LZ, dodge to the right.
Forward and right combined should make you fly in the right direction.
Instead of running forward and dodging right, you can use other combinations, like strafing left into a dodge backwards.
Rule 2 applies.
Do a Jump at the highest point of a Dodge like above.
This will make you get higher and therefore further.
The Dodge will take up 1 Jump option, so you can only Jump, not Double Jump after it.
(With the Quad Jump mutator you can only jump 3 times after a Dodge, not 4.)
Since you can view this move as a combination of a Dodge and a Double Jump, both rule 1 and 2 apply.
This move is extremely useful to cover ground very quickly, especially moving downhill.
(Often erroneously called a "Wall Jump" even though it's not even a jump!)
When in the air and near a wall, no matter how you got there, you can dodge away from the wall.
The place on the wall where you push away should be a flat surface, which means you can't do this move on every wall.
It really doesn't matter which way you're facing, as long as you move away from the wall.
The direction you're going to push off in however, should be perpendicular to the wall surface, but can be off by 45° to either side.
Rule 2 applies, so dodging into the wall disallows you to wall dodge from there.
Moving towards and along a wall, like a normal, diagonal Dodge mentioned above, makes you have an initial speed, which makes you go further.
This move can be used to quickly move away from fire, and a few places can only be reached by this move.
Simply jump after a Wall Dodge.
If you're on the ground, dodging of a wall after a Double Jump (normal Wall Dodge) will obviously start your Wall Dodge from a higher point,
and will get you higher.
This alternative; jumping into a wall, dodging away from it, and quickly dodge jumping will get you extra horizonal distance instead.
Both rule 1 and 2 apply.
You can use the Shield Gun plasma wave (regular fire) aiming down right after a jump to get higher. Jumping on all kinds of explosions, including fired Bio Rifle ammo will do the same, though here using your SG's shield can protect you a bit from the blast. You can also use lifts when they are on their way up, but if you jump too soon or too late, you won't jump the maximum amount of height, so practice. Combine Lift Jumps with SG Jumps for even more height.
First of all, remember to whip out an SG in time when you're about to drop, or are already dropping a long way.
(See SG Drop in the Weapons section.)
Another way, which actually removes all falling damage from even the highest jumps, is to jump on either a sloped surface or a kicker.
Good examples are dodge jumping from the tower on top of the side of the left bridge in CTF-Citadel,
and landing on the kicker after jumping out of the tower in CTF-Face3.
Landing on top of someone will cost them some HP, platform game style.
Landing on someone from right above them only substracts 1 HP, but dropping on them from a higher place will cost them more HP.
You still receive falling damage, and it tends to be a lot more than what they lose, so usually it's not worth it.
(I still need to determine if doing a SG Drop on top of them still hurts them.)
Nothing spectacular, but a useful feature nonetheless. Walking or crouching makes it impossible to fall off ledges. This comes in handy when you're on a narrow ledge, and not falling off is more important than moving quickly. Sometimes a tiny ridge will make you unable to move forward when crouching, so just get up again when that happens.
Timing is of the essence, and arriving right when the better powerups respawn is an important aspect of map control. Note the factor 27.
It seems after programming the timing Epic decided to make the game run at 110% of its original speed, meaning you need to divide every value by 1.1 to get the actual time in seconds.
| Powerup | t(s) |
|---|---|
| Weapons & ammo | 27 |
| Ion Painter | 109 |
| Redeemer | 109 |
| Adrenaline | 27 |
| Health Vial +5 | 27 |
| Health Pack +25 | 27 |
| Big Keg O' Health +100 | 54 |
| Shield Pack +50 | 27 |
| Super Shield Pack +100 | 54 |
| DOUBLE DAMAGE! | 82 |
To play Invasion in non-DM maps, open SkaarjPack.int in the System subfolder,
look for [Public], and change the following line:
Object=(Class=Class,MetaClass=Engine.GameInfo,Name=SkaarjPack.Invasion,
Description="DM|Invasion|SkaarjPack.Tab_IAInvasion|SkaarjPack.MapListSkaarjInvasion|false")
into:
Object=(Class=Class,MetaClass=Engine.GameInfo,Name=SkaarjPack.Invasion,
Description="|Invasion|SkaarjPack.Tab_IAInvasion|SkaarjPack.MapListSkaarjInvasion|false")
| Enemy | Health | Attack | Pts | Adren |
|---|---|---|---|---|
| Razor Fly | 35 | Melee | 1 | 1 |
| Pupae | 60 | Melee | 1 | 1 |
| Manta | (?) 115 | Melee | 2 | 2 |
| Krall | 100 | Concussion bolt | 2 | 2 |
| Elite Krall | 100 | Concussion bolt | 3 | 3 |
| Gasbag | 150 | Fireball | 4 | 4 |
| Brute | 220 | Rocket | 5 | 5 |
| Behemoth | 260 | Rocket | 6 | 6 |
| Skaarj | 150 | Energy bolt (green) | 6 | 6 |
| Ice Skaarj | 150 | Energy bolt (blue) | 6 | 6 |
| Fire Skaarj | 150 | Energy bolt (red) | 7 | 7 |
| Warlord | 500 | Rocket | 10 | 10 |
If you have administrator privileges, here are some basic console commands.
Commands are not case sensitive, but administrator names and passwords are.
To unban a player, you need to use the server's Web Admin, or edit the server.ini by hand.
AdminLogin [name] [password]
AdminLogout
AdminMenu
Admin Kick [Player]
Admin KickBan [Player]
Admin RestartMap
Admin Map [Map]
Admin Switch [map?game=gametype?mutator=mutator]
Example: Admin Switch DM-Antalus?Game=XGame.xDeathmatch?Mutator=XGame.MutInstaGib
For more commands and info, go here.
The name I go by, is Retodon8 or [COW]Retodon8.
I play using the Damarus character.
My UT2003 UserID is 9002.
My UT2004 UserID is 50155.
I use a Logitech MX1000 Laser Cordless Mouse.
(No, I haven't updated the image yet.)
See my Hardware section for more info on my system.
| Button | Description | Binding |
|---|---|---|
LeftMouse LM |
Regular fire | Fire |
RightMouse RM |
Alternate fire | AltFire |
MiddleMouse MM |
Enter/exit vehicle | Use |
Mouse5 M4 |
Equip last weapon | SwitchToLastWeapon |
Mouse4 M5 |
Equip best weapon | SwitchToBestWeapon |
MouseWheelUp WU |
Previous weapon | PrevWeapon |
MouseWheelDown WD |
Next weapon | NextWeapon |
I use a Logitech Internet Navigator Keyboard Special Edition.
(No, I haven't updated the image yet.)
See my Hardware section for more info on my system.
| Key | Description | Binding |
|---|---|---|
| E | Forward | MoveForward |
| S | Strafe Left | StrafeLeft |
| D | Backward | MoveBackward |
| F | Strafe Right | StrafeRight |
| ⇧Shift | Walk | Walking |
| Space | Jump/Up | Jump |
| Alt | Crouch/Down | Duck |
| Z | Honk horn / Point | Taunt Gesture_Point |
UnknownE2 \ |
Honk other horn / Pelvic Thrust | PlayVehicleHorn 1 | Taunt PThrust |
| W | 1st/3rd person view | ToggleBehindView |
| T | Equip TL | SwitchWeapon 10 |
| G | Equip SG | SwitchWeapon 1 |
| R | Throw away equipped weapon with mention to team | TeamSay Dropped %W at %L. | OnRelease ThrowWeapon |
| Q | Drop the Flag/Ball with mention to team | TeamSay Dropped flag/ball at %L. | OnRelease DropFlag |
Backspace ← |
Commit suicide | Suicide |
| X | Throat cut & Red path | Taunt ThroatCut | BasePath 0 |
| C | Pelvic thrust & Blue path | Taunt PThrust | BasePath 1 |
| V | Ass smack & Blue path | Taunt AssSmack | BasePath 0 | BasePath 1 |
Backslash \ |
Tell team personal stats | TeamSay %L, %H, %S. |
| A | voice chat | External programme |
Minus - |
Talk to everyone | Talk |
Equals = |
Talk to team | TeamTalk |
LeftBracket [ |
Show Voice Menu | SpeechMenuToggle |
RightBracket ] |
In Game Chat | InGameChat |
Tilde ` |
Console Key | ConsoleToggle |
| Tab↹ | Quick Console Key | Game console |
Normal and alternate fire modes are underneath the LM and RM for easy use. A click on M4 selects your current best weapon. A click on M5 selects your last (previously used) weapon. WU and WD equip weaker and stronger weapons respectively.
The movement keys E, S, D, F are surrounded by a number of keys, including some of the weapon keys. On most keyboards you can find them again blindly by feeling for the little bump on the F. Space and Alt are reached with the thumb, so it's possible to run, jump, and strafe in the air at the same time easily. Ducking and walking, Alt and ⇧Shift, are useful when you don't want to drop of ledges.
Both SG and TL can be life savers if equipped instantly, which is why they are bound to the nearby G and T respectively. The keys to throw weapons and the flag/ball, R and Q, are close as well, and alert team mates of the dropped item's location.
The taunt moves, Z, X, C, and V keys, of which some also show the paths to the Red and/or Blue base are near the movement keys for easy access.
Talk, -, TeamTalk, =, the Voice Menu, [, and the chat window, ], are far away from the part of the keyboard where all the action happens, and therefore can't be pressed by accident. Voice chat, A, which doesn't require any typing, is easily reachable by pink while still moving.
Autoswitch weapons should be turned off, because running over and switching to weapons unwillingly can cost you your life. Autotaunt should of course be turned off, since hearing taunts everytime someone gets a lucky shot, or even a just a regular one, gets annoying.