If you're looking for the upcoming Unreal Tournament reboot, you might want to check Unreal Tournament 4.


Unreal Tournament is a first-person shooter video game developed by Epic Games and Digital Extremes, and published by GT Interactive. It is the second entry in the Unreal series, released for Microsoft Windows on November 30, 1999. Retrospectively, the game has also been referred to as UT99 or UT Classic to differentiate it from its numbered sequels. The game is based on the same technology that powered Unreal, but the design of UT shifted the series' focus to competitive multiplayer action, a trend at the time: id Software's Quake III Arena was released only ten days later.

Synopsis Edit

"This is a challenge. To anyone who ever took a man down in a 3D shooter, and liked it. This is your last chance to prove that you are the best of the best. This is the gladiatorial arena of the future. This is a single-player trial by fire. A heavyweight deathmatch championship of the universe."
UT Boxart description

Overview Edit

Unreal Tournament was designed as an arena FPS, with head-to-head multiplayer deathmatches being the primary focus of the game. The game's single-player campaign is essentially a series of arena matches played with bots. For team matches, bots are again used to fill the roles of the player's teammates. Even on dedicated multiplayer servers, bots are sometimes used to pad out teams that are short on players.

UT is known and widely praised by critics and players alike—primarily for its bot A.I., the product of programmer Steve Polge who had earlier risen to fame by designing the Reaper bot for Quake II, one of the earliest examples of an effective deathmatch bot. The player can choose a bot skill level (anywhere from "Novice" to "Godlike") or set it to automatically adjust to the player's performance. Bots can be further customized by changing names, appearance, accuracy, weapon preferences, awareness, and so forth.

Development history Edit

Development on the game started after Unreal was finished.[1] It was originally planned as just an expansion pack under the name "Bot Pack", when it was realized that the multiplayer aspect of Unreal was popular and something that people sought after, so the first priority was to fix the problems with online play.[2] At some point during its development, it became clear that the number and extent of the changes to the Unreal codebase that Epic was required to make made Unreal Tournament too incompatible with Unreal. In fact, according to Tim Sweeney, the game has between 200 and 300 C++ classes.[3] Thus the expansion pack was broken off from Unreal and made into a standalone game. Unreal Tournament contains nearly all of the content present in Unreal, except for the maps and music. Nick Michon was in charge of the code trigger scripts, Steven Polge and Brandon Reinhart wrote the mutators[3] and the code for the Relics[4], Erik de Neve wrote the LOD character rendering and other optimizations[5], Jack Porter wrote the WebAdmin system[6]. In the artistic side, James Green is credited with creating the models and animations for the Relics, the Skaarj Hybrid models, and the weapon on top of the Nali WarCow which eventually made it as a playable character, as well as a lot of concept art, and making high-poly models to test with the skeletal animation system which made it into the Bonus Pack 4[4].

Every map from Unreal, including the 10 default maps; the Fusion Map Pack maps; the Return to Na Pali maps; the GW Press Addon maps; the cut maps DmMorbfanza, DmSplash, DmEclipse and DmDespair; and the 3DFX/S3TC Demo maps, were considered for the game. Ultimately, only Curse, Deck16 and Morbias were selected for the retail version as DM-Curse][, DM-Deck16][ and DM-Morbias][; with Cybrosis, HealPod, Mojo and Shrapnel making it through the Epic Bonus Pack as DM-Cybrosis][, DM-HealPod][, DM-Mojo][ and DM-Shrapnel][.

4-team CTF was planned for Unreal Tournament, but was dropped halfway through development. According to Alan Willard, this was so mod makers could implement the mode.[7] According to Cliff Bleszinski, there were other ideas which never made into UT, except one which eventually made it into the UT200X series:

"Announcer Stuff:
-I wanted the announcer to yell out "Nice Catch" or something like that when you grabbed someone's gun out of the air after you smoke them and their weapon goes flying.
-I would have loved to have had the announcer yell out "Combo Reversal!" if you manage to get your foe to accidentally shoot your Shock Rifle alt fire with his primary fire, thus blowing his own ass up.
Wacky Physics/Movement Stuff
-I would have loved to have seen a "dodge in midair" mutator that allows you to jump off a ledge and double tap and move laterally in midair. Sure, it's not fun, but it would have allowed for some funky, fun shit to mess around with.
-It would have been cool to have a mutator that prevents you from accruing momentum when you toss your translocator up in the air so you can keep translocating up in any given level.
-I would have loved for a "two way Assault" mode. Right now, as cool as Assault is, you're kind of stuck in one role for however many minutes it takes to play. It'd be cool to try to attack or defend. That's the beauty of CTF, at any point in the game you can do several things and you rarely get bored.
-I would have liked to have played with the Domination rules a little bit more. I was messing around with Eavy, a great UT mod programmer, to try a "tug of war" variation of Domination in which the only way to score is to control all 3 points for X seconds."
Cliff Bleszinski

The first publicly available version (version 322) of the demo was released on September 17, 1999. According to Steven Polge, Epic worked on the demo until the last minute and it was going to be uploaded when hurricane Floyd hit Raleigh the day prior and Epic's offices lost power, fortunately, the demo was uploaded at the end of the day.[8] A version 321 was briefly and accidentally made available to the public the night before, but was rapidly withdrawn. The version 322 demo is for use with 3dfx video cards only. This early version of the demo omits DM-Tempest. A patch was provided to update prior version 321 to 322.[9] Two days later, a patch to the 3dfx-only demo was provided to correct a server crash that occurred whilst using the Web-based remote administration facility.

The first full demo (and a patch to the 3dfx-only demo to convert it to the full demo) was released September 28, 1999. This took the demo to version 338. A Version 338a demo intended to test a server map change problem was accidentally released but rapidly disowned by Epic. The Version 338 demo is not compatible with the final version of the full demo. A final demo for Unreal Tournament was released on October 19, 1999[10] and contains 5 maps from the game; one map for each gametype. The demo has the maps CTF-Coret, DM-Morpheus, DM-Phobos, DM-Tempest, and DOM-Sesmar. The Linux version of the Version 348 demo was released October 20, 1999. According to Tim Sweeney, the reason of why UT didn't have good OpenGL support is purely because of market share (at the time, DirectX was the main API used for development).[11] An additional patch to the version 348 demo to fix a crash whilst playing back recorded demos was released on October 20, 1999. An additional patch to update version 348 servers was released November 9, 1999. Network compatibility is unaffected by this patch.[12]

According to Jack Porter, once the game was released, in the beginning, the team caught some flak for bugs, unbalanced mirroring of items in symmetrical CTF maps and poor Direct3D support, but eventually these bugs were sorted out.[13]

Release dates Edit

  • November 23, 1999 - Unreal Tournament (PC) - 2 CDs
  • January 19, 2000 - Unreal Tournament (Mac)
  • October 26, 2000 - Unreal Tournament (PS2) - 1 DVD
  • October 27, 2000 - Unreal Tournament: GOTY Edition (PC) - 2 CDs
  • March 14, 2001 - Unreal Tournament (DC) - 1 RD-Rom
  • March 21, 2001 - Unreal Tournament: GOTY Edition (Mac)
  • August 29, 2001 - Totally Unreal (PC) - 4 CDs
  • November 6, 2006 - Unreal Anthology (PC) - 1 DVD

Post-release content Edit

Four content packs were released after the PC retail game shipped. These packs are named, respectively Epic Bonus Pack, DE Bonus Pack, Inoxx Pack and Bonus Pack 4.

Having moved on after the release of the fourth Bonus Pack and the version 436 patch, Epic Games lended the development onto the UTPG, who released three more patches, version 440 and the infamous versions 451 and 451b, both of which broke the editor.[14]

Console versions Edit

Unreal Tournament has two console versions, each one with its own features. The version for the Playstation 2 console was developed in-house by Epic Games themselves, while the Sega Dreamcast version was developed by Secret Level, who also got access to Epic's and DE's own assets. Secret Level were contacted by Infogrames (the publisher of UT) after the refusal on part of other developers.[15] The DC version also had to branch drastically from the PC version, to the point that the PC version couldn't really use the DC maps, aside from the dedicated servers used to run the servers at SegaNet.[15]

The main differences between the PC versions and the console versions, thus, are as follows:

Two maps were cut from the console versions: CTF-Fortress by Inoxx and DM-Gutter by Mike Bastien. Fortress would be later remade for Unreal Tournament 3 as CTF-Searchlight, while Gutter was cut because the map had a lot of vertical gameplay, something that didn't suit well with the console version.[17]

Game content Edit

Gamemodes Edit

Main article: Unreal Tournament Single player

The game contains the following gamemodes: Deathmatch, Team Deathmatch, Domination, Capture The Flag, Assault and Last Man Standing. There's a seventh mode, called Tournament Darkmatch, however, it doesn't have its own maps.

Assault maps for Unreal Tournament
Capture The Flag maps for Unreal Tournament
CTF-CommandCTF-Coret (UT map)CTF-DrearyCTF-EternalCaveCTF-Face (UT map)CTF-GauntletCTF-LavaGiantCTF-NivenCTF-NovemberCTF-Tutorial
Epic Bonus Pack maps: CTF-CybrosisIICTF-Darji16CTF-Hydro16CTF-Noxion16
DE Bonus Pack maps: CTF-HallOfGiantsCTF-Orbital
Inoxx Pack maps: CTF-FaceIICTF-HighCTF-KosovCTF-Nucleus
Bonus Pack 4 maps: CTF-BeatitudeCTF-EpicBoyCTF-Face-SECTF-Ratchet
Chaos UT maps: CTF-CUT ChaosCastle-pfCTF-CUT Horus
Console maps: CTF-PhalanxCTF-SepulchreCTF-SpiritoCTF-StormFrontCTF-Sundial
Deathmatch maps for Unreal Tournament
DM-BarricadeDM-CodexDM-ConveyorDM-CurseIIDM-Deck16IIDM-FetidDM-FractalDM-GothicDM-GrinderDM-HyperBlastDM-KGalleonDM-LiandriDM-MorbiasIIDM-MorpheusDM-OblivionDM-PeakDM-PhobosDM-PressureDM-PyramidDM-StalwartDM-StalwartXLDM-Tempest (UT map)DM-Turbine (UT map)DM-TutorialDM-Zeto
Epic Bonus Pack maps: DM-AgonyDM-ArcaneTempleDM-CybrosisIIDM-HealPodIIDM-MalevolenceDM-MojoIIDM-ShrapnelII
Inoxx Pack maps: DM-CraneDM-SpaceNoxx
Bonus Pack 4 maps: DM-BishopDM-CloserDM-Grit-TOURNEYDM-Viridian-TOURNEY
Chaos UT maps:
Beta 4 Mappack: DM-CUTA BridgeDM-CUTA CerebroDM-CUTA ChaosArenaDM-CUTA PillarDM-CUT DM4DM-CUT JailHouse
GOTY Mappack: DM-CUT EclipseDM-CUT ProxykingDM-CUT SkullMoonDM-CUT StorageAlphaDM-CUT TheBellTollsDM-CUT WeaponsOfChaosDM-CUT WeaponsOfWar
Console exclusives: DM-BabylonDM-BlockPartyDM-BrickyardDM-CanyonFearDM-ColdSteelPressureDM-CoreDM-DamnationDM-DepotDM-DustDM-FluxDM-GearboxDM-GirderDM-GoogleDM-HalberdDM-IndustrialDM-InfernalDM-InstinctDM-LoathingDM-MegaplexDM-NebulaDM-NeoTokyoDM-OutskirtsDM-PaladinDM-PantheonDM-Sector9DM-SingularityDM-SorayamaDM-StationControlDM-Underlord
Domination maps for Unreal Tournament
Bonus Pack 4 maps: DOM-BulletDOM-CiDomDOM-LamentIIDOM-WolfsBay
Console maps: DOM-CoagulateDOM-HoodDOM-Osiris (UT map)

GOTY gamemodes Edit

The Game of the Year edition of the game includes mods Rocket Arena: UT and Chaos UT. The former is a gametype mod with its own set of maps:

Rocket Arena: UT maps for Unreal Tournament

The latter includes special versions of the default gamemodes, plus King of the Hill, Team King of the Hill, Sword Arena and Team Sword Arena. KOTH and TKOTH have their own set of maps:

King of the Hill maps for Unreal Tournament
KOTH CerebroKOTH DungeonKOTH WildernessKoth BaseStationThetaKoth alpha pyramidKoth barflyKoth cold winter dreamsKoth craterKoth fiabKoth highriseKoth lost castleKoth outpost arenaKoth templeKoth usschaos

Characters Edit

The characters in the game are just selectable skins, sorted by models. Many of the model/skin combinations represent the different teams.

  • Male commando:
    • Commando:
      Blake, Gorn, Nickolai, Whitman
    • Mercenary:
      Boris, Graves, Luthor, Ramirez
    • Necris:
      Grail, Kragoth, Malakai, Necrotic

  • Female commando:
    • Aphex:
      Idina, Portia
    • Commando:
      Anna, Ivana, Nikita, Gromida
    • Mercenary:
      Jayce, Kyla, Mariana, Tanya
    • Necris:
      Cryss, Freylis, Malise, Visse
  • Boss: Xan
  • Skaarj Hybrid:
    • Arena warrior:
      Dominator, Berserker, Guardian
    • Cyborg warrior:
      Disconnect, Firewall
    • Pit fighter:
      Baetal, Pharoh, Skrilax
  • Nali:
    Ouboudah, Priest
  • Nali WarCow:
    AtomicCow, WarCow
  • WarBoss
  • Xan Mark II
  • Console-exclusive characters (bosses):
    Damien, Rampage, Dominator, Xan

Weapons Edit

Various weapons are made available for single player as well as multi-player mode.

Impact Hammer Enforcer Bio Rifle Shock Rifle Pulse Gun Ripper Minigun Flak Cannon Rocket Launcher Sniper Rifle Redeemer Translocator Chainsaw

Items Edit

Health Vial Health Pack Big Keg O'Health Thigh Pads Body Armor Shield Belt Damage Amplifier Invisibility Jump Boots SCUBA Gear

Teams Edit

Mutators Edit

Main article: Mutator
  • Instant Rockets
  • Jump Match
  • Low Gravity
  • No Powerups
  • No Redeemer
  • Relics (BP1)
  • Slomo (DC)
  • Stealth
  • Team Beacon (BP2)
  • Volatile Ammo (BP2)
  • Volatile Weapon (BP2)

(*) "Rocket Launcher Arena" must NOT be confused with the Rocket Arena: UT mod.

Soundtrack Edit

Main article: Music#Unreal Tournament

The music was composed by Straylight Productions with Alexander "Siren" Brandon at its head, and Michiel van den Bos with additional contributions by Dan "Basehead" Gardopée, Peter "Skaven" Hajba, Andrew "Necros" Sega, Tero "Teque" Kostermaa, and Kai-Eerik "Nitro" Komppa.

Like Unreal (and the expansion pack Unreal Mission Pack: Return to Na Pali), the game's music was done in UMX format, based on Tracker music[18], which resulted in good quality music and less size. There was never an official soundtrack, but a lot of people obtained it directly from the game (it was in Impulse Tracker format inside the UMX packages) and converted it to more popular formats.

Title & Author(s) Duration Used in
"Botpack #9(By Michiel)by Michiel van den Bos
04:49 DM-Phobos, DM-Viridian-TOURNEY
"BotMCA#10 (By Michiel)by Michiel van den Bos
04:12 CTF-High, DM-Tempest
"Cannonadeby Michiel van den Bos
01:55 DOM-Condemned
"Colossusby Michiel van den Bos
04:17 AS-Rook
"The Courseby Michiel van den Bos
04:28 Tutorial maps, AS-Guardia, CTF-Dreary, CTF-Nucleus, DM-Agony, DM-Bishop, DM-Curse][, DM-Grit-TOURNEY, DOM-CiDom
"Room of Champions" by Alexander Brandon & Michiel van den Bos
02:15 Unused
"Endingby Alexander Brandon
01:09 Trophy Room
"Unreal Add-on (Enigma)by Dan Gardopée
03:24 DOM-Cryptic
"FireBreathby Tero Kostermaa & Kai-Eerik Komppa
03:15 CTF-Coret, DM-Crane, DM-Grinder, DM-Mojo][, DM-Pressure, DOM-MetalDream
"Foregone Destructionby Michiel van den Bos
04:14 CTF-Darji16, CTF-EternalCave, CTF-Face, CTF-Face-SE, CTF-Face][, DM-Malevolence, DM-SpaceNoxx
"Go Downby Alexander Brandon
2:59 DM-Deck16][, DM-HyperBlast, DOM-Bullet
"Lockby Alexander Brandon
02:44 CTF-Ratchet, DM-ArcaneTemple, DM-Closer, DM-KGalleon
"Mechanism Eightby Andrew Sega
06:14 AS-HiSpeed, DM-Fractal, DM-Pyramid, DM-Zeto, DOM-Ghardhen
"Mission Landingby Michiel van den Bos
04:13 AS-Frigate, AS-Overlord, CTF-Gauntlet, CTF-Kosov, DM-Codex
"Nether Animalby Michiel van den Bos
05:00 AS-OceanFloor, CTF-Beatitude, CTF-HallOfGiants, DM-Fetid, DM-Oblivion, DOM-Leadworks, DOM-Olden
"Organicby Alexander Brandon
03:03 Unused
"Phantomby Michiel van den Bos & Alexander Brandon
05:00 DM-Barricade, DM-Cybrosis][
"Razorback // Unreal Mixby Peter Hajba
04:43 DM-Gothic, DM-Liandri, DM-Peak
"Runby Michiel van den Bos
04:29 CTF-Hydro16, CTF-Niven, DM-Conveyor, DM-Morbias][, DM-Shrapnel][, DM-Turbine, DOM-Cinder
"Save Meby Alexander Brandon
01:51 CTF-Orbital, DM-Morpheus, DOM-Gearbolt
"Save Me (G-Mix)by Alexander Brandon
01:51 Unused
"Unreal Add-on (Seeker)" by Dan Gardopée
03:26 CTF-Command, CTF-November
"Unreal Add-on (Seeker2)by Dan Gardopée
03:25 CTF-Noxion16
"Skyward Fireby Michiel van den Bos
04:56 AS-Mazon, CTF-LavaGiant
"Into the Darknessby Alexander Brandon
02:43 DM-Stalwart, DM-StalwartXL
"Superfistby Alexander Brandon
01:57 DM-HealPod][
"Underworld 2by Alexander Brandon
03:09 CTF-EpicBoy, DOM-Sesmar
"Unreal Tournament Menuby Alexander Brandon
02:00 Menu Screen
"Unreal Tournament Titleby Alexander Brandon & Michiel van den Bos
01:23 City Intro
"Three Wheels Turningby Alexander Brandon
02:25 CTF-Cybrosis][

Game of the Year Edition Edit

Unreal Tournament: Game of the Year Edition was released on October 27, 2000. It includes the first three bonus packs released for the original game, consisting of 20 all-new maps and skins, and it includes three mods developed by the Unreal community: Tactical Ops, Rocket Arena, and Chaos UT.

Reception Edit

Unreal Tournament is still, arguably, the most popular Unreal series game ever released. It generated an enormous community and was many people's first multiplayer experience.

Unreal Tournament is capable of using maps created for Unreal. The Unreal content was automatically replaced with Unreal Tournament content when running an Unreal DM map with one of the Unreal Tournament gametypes.[19]

Credits Edit

Credits of Unreal Tournament
Epic Games & Digital Extremes
Programming Erik de Neve, Steven Polge, Jack Porter, Brandon Reinhart, Tim Sweeney, Carlo Vogelsang.
Art & models Dave Carter, Shane Caudle, Pancho Eekels, Steve Garofalo, Mike Leatham, Everton Richards, Dan Sarkar, James Schmalz.
Level design Cliff Bleszinski, Elliot Cannon, Shane Caudle, Pancho Eekels, Dave Ewing, Cedric Fiorentino, Alan Willard.
Music & Sound Alexander Brandon, Sascha Dikicyan, Dave Ewing, Lani Minella, Shannon Newans, Michiel van den Bos.
Biz Makr Rein, Jay Wilbur.
Producer Matt Powers.
Associate Producer Timothy Hess.
Director of Studio Operations Michael Gilmartin.
QA Manager Thomas MacDevitt.
QA Supervisors Donny Clay, Jeff Loney, Ezekiel 'Chuck' Nunez.
QA Test Lead Tomasi Akimeta Jr.
QA Assistant Lead Christopher R. Plep.
Testers Jared Jackson, Ted Tomasko, Mike Tetz, Donny Clay.
Compatibility Supervisor Dave Strang.
Compatibility Lead Chris McQuinn.
Compatibility Analysts Tim Moore.
Director of Marketing Barbara Gleason.
Product Marketing Manager Melissa Farmer.
Manager of Creative Services Sheryl Knowles.
Creative Services Coordinator Chris Curtis.
Graphic Artists Masanori Shimozato, Bill Fitts, Moye Daniel.
Documentation Manager W.D. Robinson.
Documentation Bruce Harlick, Rick Fish.

Essential files Edit

Main article: Essential files#Unreal Tournament
Main article: Bonus content#Unreal Tournament

Here, you will find all the links to the downloads of the essential files for your Unreal Tournament installation.

Trivia Edit

  • An easter egg in the ending sequence reveals that there were five Liandri Grand Tournament winners before Xan Kriegor. They are named (in chronological order): Green Marine, Roan Terg, Magnus, Geos Dryon and Pariah. It seems that the winners' names are actually nicknames of Epic staff. Green Marine comes from Brandon "Green Marine" Reinhart, one of the programmers.
  • According to an interview from FilmAndVideoMagazine, Unreal Tournament played a major part in the creation of AI (Artificial Intelligence).[20]
  • According to Shane Caudle, the intro sequence was inspired by a city he designed for a comicbook of his own creation.[21]
  • Almost everyone at Epic Games, with CliffyB[22] and GreenMarine[23] at the helm, have a strong dislike of the ZeroPing mod, to the point that ngStats, the stats system used by UT, doesn't register stats from servers using the mod.
  • The team icons are all lifted from Unreal: the Red team is the logo that appears on the Tarydium barrels, the Blue team is the logo of the UMS Vortex Rikers, the Green team is the general Skaarj race logo, and the yellow team is the insignia of the Mercenaries.

External links and references Edit

  1. Conley, Stacey (January 8, 2013). "The Longevity of Unreal Tournament: Part Three". Epic Games. Archived from the original on July 28, 2016. Retrieved May 8, 2019.
  2. Fragmaster (October 22, 2002). "Tim Sweeney & CliffyB Interview". PlanetUnreal. Archived from the original on July 1, 2014. Retrieved April 25, 2019.
  3. 3.0 3.1 Various. "Tim talks - An informal irc chat with Epic's Tim Sweeney". Unreal Universe. Archived from the original on November 15, 1999. Retrieved April 17, 2019.
  4. 4.0 4.1 4.2 alien8 (April 17, 2000). "Epic's Lead Animator - James Green". PlanetUnreal. Archived from the original on January 11, 2014. Retrieved April 17, 2019.
  5. "Unreal Universe Interview: Erik de Neve". Unreal Universe. Archived from the original on August 15, 2000. Retrieved April 17, 2019.
  6. Stallion (August 19, 1999). "Epic's Jack Porter And Server Admin". PlanetUnreal. Archived from the original on January 11, 2014. Retrieved April 17, 2019.
  7. "Alan Willard's .plan". Blue's News (May 28, 2000). Retrieved April 17, 2019.
  8. Conley, Stacey (December 21st, 2012). "The Longevity of Unreal Tournament: Part One". Epic Games. Archived from the original on July 28, 2016. Retrieved May 8, 2019.
  9. "Unreal Demo Patch v322". Epic Games. Archived from the original on December 9, 2002. Retrieved April 17, 2019.
  10. Jack (October 19, 1999). "New Unreal Tournament Demo Released - Version 348". Epic Games. Archived from the original on June 30, 2001. Retrieved April 17, 2019.
  11. stonewall (March 30, 2000). "R-POV inerviews Tim Sweeney". R-POV. Archived from the original on April 25, 2002. Retrieved April 17, 2019.
  12. "Demo changelog". Epic Games. Archived from the original on October 13, 1999. Retrieved April 17, 2019.
  13. Conley, Stacey (January 16, 2013). "The Longevity of Unreal Tournament, part 4". Epic Games. Archived from the original on July 28, 2016. Retrieved April 17, 2019.
  14. "Unreal Tournament 451 Patch". BeyondUnreal (May 12, 2003). Retrieved May 9, 2019.
  15. 15.0 15.1 Various (September 14, 2006). "The origins of 'FURY'...". Epic Forums. Archived from the original on December 4, 2013. Retrieved April 17, 2019.
  16. "Unreal Tournament". Sega Retro. Retrieved April 17, 2019.
  17. Various (February 9, 2013). "Dreamcast maps?". BeyondUnreal Forums. Retrieved April 17, 2019.
  18. Brandon, Alexander (July 7, 1999). "Composing Music for Unreal". Epic Games. Archived from the original on January 4, 2006. Retrieved May 8, 2019.
  19. Steve Polge (November 19, 1999). "Porting Unreal I maps to Unreal Tournament". Epic Games. Archived from the original on June 30, 2001. Retrieved April 17, 2019.
  20. Lehane, Scott (September 9, 2001). "Unreal City". Film & Video Magazine. Archived from the original on February 22, 2002. Retrieved April 17, 2019.
  21. "Interview with Shane Caudle". Machinima. Archived from the original on August 20, 2002. Retrieved April 17, 2019.
  22. "Cliff Bleszinski .plan". Blue's News (March 20, 2000). Retrieved April 17, 2019.
  23. "Brandon Reinhart .plan". Blue's News (March 20, 2000). Retrieved April 17, 2019.

See also Edit

Unreal (series)
Unreal series: UnrealReturn to Na PaliUnreal II
Tournament series: Unreal TournamentUT2003UT2004UT3UT4
Championship series: Unreal Championship - Unreal Championship 2
Books: Unreal: Hard Crash - Unreal: Prophet's Power - Escape to Na Pali: A Journey to the Unreal