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PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER!

Author:
Matt Gardner
Category:
Features
Tags:
Best Multiplayer FPS, Best Podcast Ever, FPS games, Monster Hunter 3 Ultimate, Podcast, PWNCAST, SimCity, Unreal Tournament

PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER!

This week's PWNCAST sees us discuss what we've all been playing this week, before turning our attention to The Best Multiplayer FPS of All Time, and waxing lyrical over Unreal Tournament.

PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER!, Recorded: March 21st, 2013

Parental Advisory: We've tried to keep it as conversational and informal as possible, and you should be warned that there may be a few instances of strong language.

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PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER! PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER!PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER!PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER!PWNCAST | Season 3: Episode 10 - The Best Multiplayer FPS EVER!

Add a comment3 comments
pete_21  Mar. 24, 2013 at 12:32

Bought the Xbox 360 version of Unreal Tournament 3, loved the game but it was totally dead online (bought it at launch as well). Spent most of the time playing bots, think Xbox 360 owners missed out on some fun with that one, including those of us who bought it :(

Quietus  Mar. 24, 2013 at 22:17

Regarding Unreal Tournament:

Firstly, a nitpick: DM-Morpheus was low-grav by default, and needed no mutator. Zones were set so that inside the buildings was normal, and anything outside was low-grav.:)

Secondly, you guys were talking about the wealth of content out of the box, but never mentioned that it also shipped with UnrealEd! This meant that players could create their own content right from the off, which is part of why so many thousands of maps have been created, and people still continue to build them today.

JonLester  Mar. 25, 2013 at 10:37

Regarding Unreal Tournament:

Firstly, a nitpick: DM-Morpheus was low-grav by default, and needed no mutator. Zones were set so that inside the buildings was normal, and anything outside was low-grav.:)

Secondly, you guys were talking about the wealth of content out of the box, but never mentioned that it also shipped with UnrealEd! This meant that players could create their own content right from the off, which is part of why so many thousands of maps have been created, and people still continue to build them today.


Heh, that'd be why I always remember having low grav on then. :P

RE UnrealEd: Matt did make the point that UT99 is so enduring because of the wealth of mods, maps and communities - but we probably should have talked about it some more. I also should have expanded on NeoCairo after mentioning it, because that total conversion was immense - it even had playable vehicles.

Last edited by JonLester, Mar. 25, 2013 at 10:38

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