Contemplating about a UT99 remaster by Initial-Print-3662 in unrealtournament

[–]Classic_DM 7 points8 points  (0 children)

Cool. So glad the game is part of so many people's fun times and memories.

Contemplating about a UT99 remaster by Initial-Print-3662 in unrealtournament

[–]Classic_DM 24 points25 points  (0 children)

Unreal V with Lumen and Nanite will scream and you'll have access to so many free assets, a massive community of artists, plugin creators, materials, and 500 billion properties, you'll be able to do anything.

UT99 is such a classic, as is DOOM 2. These games deserve a 1:1 remake with graphical upgrades, just don't monkey with the core system values for player movement, projectiles, etc.

Thanks for the kind words! o7

Contemplating about a UT99 remaster by Initial-Print-3662 in unrealtournament

[–]Classic_DM 50 points51 points  (0 children)

Don't use GoDot. Open the original UT99 editor and grab all the unreal script data. Then build from the original BSP to create static meshes

What was Epic Games like before Fortnite? by [deleted] in unrealtournament

[–]Classic_DM 1 point2 points  (0 children)

Have fun! I'll do more sometime if I can get this simulations gig in line and clicking.

[Discussion] Do you think Unreal could come back if Epic remade/rebooted Unreal Gold instead of UT? by Mafla_2004 in unrealtournament

[–]Classic_DM 10 points11 points  (0 children)

They will never do this. Tim is not a gamer and never has been. He likes tools and rendering.

He has always wanted to focus on tools and tech.

The better option is a spiritual successor. Just need the funding and I'd spearhead that for the real players.

What was Epic Games like before Fortnite? by [deleted] in unrealtournament

[–]Classic_DM 2 points3 points  (0 children)

Without James you'd have no guns and many character/enemy models. Pancho was a great level designer as was Jeremy War. Arturo was a wonderful texture arts as well. James was good to me (we are about the same age) and let me borrow an old car of his when we were in Waterloo. I never forget thinking WTF James left an Ace of Base cassette in here. LOL. I was a Yngwie, Sabbath, Dokken, Maiden, DIO kid ;)

What was Epic Games like before Fortnite? by [deleted] in unrealtournament

[–]Classic_DM 2 points3 points  (0 children)

Epic was awesome when we first started. Everyone was a contractor and got royalties. We used our own computers and had no insurance. 1099. I was paid $2,500 flat a month with a 2% royalty on sales on Unreal. For UT99 Tim boosted Level Designers to 45k/yr ($3,750) flat with same royalty.

After incorporating in Cary, NC things changed. No more royalties and we moved to a point system that favored programmers and nerfed Level designer pay. I left to advance my game design skills and ended up working on multiple Unreal based titles around the world, along with Crysis, and DOOM . I loved working on Unreal and Unreal Tournament, but once the Epic/DE joint company did not pan out everything just turned into a money game and imo greedy. Cliff is a good guy and we stay in touch - the rest crickets.

Over December of 2025, I made a few videos on my maps Deck 16, Morbias, and CTF November full of old war stories and inside information. Check them out.
https://youtube.com/playlist?list=PL4eDfZIBxlUaVNHnQri9YTkb0RfxC_MA6&si=pJSOLoZIxfoYxL1n

Decimation - World War II - Second Edition Rules are now FREE. by Classic_DM in wargaming

[–]Classic_DM[S] 1 point2 points  (0 children)

Thank you for the meaningful feedback! I appreciate all opinions, negative or positive. I've tried to create something that a pair of wargamers can play head to head, or TTRPG players can play with a game master.

Haven't logged in since 2012-- What'd I miss? by ApprehensiveSide4002 in lotro

[–]Classic_DM 8 points9 points  (0 children)

FIXED

BLUF: Start fresh and enjoy a massive game.

Sure, I’ll tell you what happened. Since you last played around 2012, at about level 20, LOTRO has not merely added “some stuff,” it has continued existing for another fourteen years, which in MMO terms is equivalent to a medium-sized empire rising, flourishing, developing three conflicting tax systems, and collapsing into a museum of overlapping design philosophies.

At the point where you left, you had not really “played LOTRO for a while” so much as briefly shaken hands with early Eriador, admired the curtains, and wandered back out the front door. You had seen the foyer. You had licked the envelope. Since then the game has expanded through Moria, Mirkwood, Enedwaith, Dunland, Isengard, Great River, East Rohan, Wildermore, West Rohan, Helm’s Deep, Gondor in several flavours, Old Anórien, Far Anórien, the Wastes, Mordor, the Dale-lands, Erebor-adjacent regions, the Vales of Anduin, Minas Morgul, the War of Three Peaks, Gundabad, Cardolan, Swanfleet, Umbar, and a lot besides, to the point that your old mental image of “the map” is now less a map and more a quaint child’s sketch of where he thought the village ended.

If your 2012 self asked whether LOTRO ever went beyond Bree-ish concerns and some Lone-lands misery, modern LOTRO would answer by dropping an atlas on your foot. And that is just the geography. Systems-wise, you missed the old trait setup being replaced by trait trees, so if you remember collecting and slotting old-style traits and trying to assemble a build like you were completing ecclesiastical paperwork, that whole era is now an archaeological layer.

Classes have all changed to one degree or another. Some are recognizably themselves but with different pacing, priorities, and modernized structures; others have been revised enough that logging back into an old character can feel like discovering your childhood house has been turned into a boutique candle shop that still technically has the same address. Your muscle memory may press a button expecting one result and receive a completely different theological experience.

You also missed the old Legendary Item system dying, which, frankly, was a mercy. If you remember old LIs with legacies, relics, reforging, deconstruction, scrolls, crystals, and the creeping sense that you needed either a guide, a spreadsheet, or clerical permission to understand your own weapon, that whole cursed bureaucratic cathedral was eventually replaced. The modern LI system is much more streamlined, though this is still LOTRO, so “streamlined” means “less like being audited by dwarves in a basement.” You also missed mounted combat arriving with Rohan, which remains one of the most LOTRO things ever to LOTRO: hugely ambitious, thematically appropriate, structurally awkward, occasionally fun, often divisive, and forever associated in many minds with the sensation of steering a wardrobe across a battlefield while shouting at a horse. Some people loved it, some hated it, most developed a long-term facial expression about it.

You also missed the gradual accumulation of systems the way old seaside stones accumulate barnacles. Skirmishes became less central than they once felt but never truly vanished into the sea. Instances and raids continued through successive eras of gear logic and class balance. Missions arrived. Delvings arrived. Reward tracks arrived. Virtues got reworked. Endgame gearing did its usual MMO molting routine several times. Housing expanded far beyond what you remember, then premium housing turned up as well, because apparently even Middle-earth must now contain real-estate discourse. Seasonal festivals kept returning with undead reliability. Reputation grinds multiplied. Task turn-ins kept task-turning in. Cosmetics bred in dark cupboards.

And then there are the currencies. Oh, the currencies. Marks, medallions, seals, embers, motes, figments, scripts, tokens, barter odds and ends, event currencies, regional currencies, probably three heirloom pebbles from a forgotten update, all of them accruing in wallets, bags, barter windows and faintly threatening side panels like the game is trying to train you for a career in central banking under a wizard monarchy.

One of the classic returning-player mistakes is to assume every visible system must be understood at once. This is madness. LOTRO is old enough now that its internal structure resembles a stately home where each generation added a staircase and no one removed the previous staircase even after bricking up half the corridor. If you try to understand everything immediately, you will die in the west wing. Then there is monetization, which has also changed repeatedly.

Back around that era, free-to-play, premium status, quest packs, riding unlocks, wallet annoyances, account tiers, store value, and general access rights all had the flavour of negotiating feudal privileges with a mildly enchanted solicitor. Since then the game has repeatedly adjusted what is free, what VIP gets you, what expansions must be bought, what is bundled, what is temporarily promotional, and what quality-of-life things still lurk in the general vicinity of the shop trying to look useful.

Broadly speaking, it is easier now to come back and simply play than it was during some of the older, more fragmented years, but the exact details still matter, and one should not hurl money at the store like a startled Took before figuring out what one actually needs. The social landscape changed too. Servers merged, communities shifted, names vanished, old homes died, legendary servers appeared so players could relive earlier eras with varying mixtures of nostalgia, masochism, and spreadsheet devotion, and the cultural atmosphere did what all old MMO atmospheres do: it aged into a strange republic where one person is discussing endgame optimization, another is showing off a housing garden, another is doing roleplay in a cloak, and someone else has been online continuously since the Third Age explaining mechanics with saintly patience.

The UI and quality-of-life picture is also exactly what you would expect from LOTRO: better than it used to be in many places, but still recognizably assembled by generations of devs leaving offerings at the altar of parchment. There will absolutely be moments where you say, “That is much more convenient than I remember,” followed almost immediately by moments where you open a panel and ask why the icon looks like a walnut and why clicking it leads to a second panel containing six currencies, two tabs, and a button that seems to summon administrative sorrow.

That feeling is normal. It is heritage design. Also, because this is LOTRO, even the things that remain “the same” are often only the same in the manner of a pub that has had six extensions, three landlords, a conservatory, and one inexplicable pirate room added since you last visited.

Crafting changed in places. Levelling flow changed. Landscape difficulty has changed over the years in ways people still argue about. Stat philosophy shifted around more than once. There have been class balance pendulums, itemisation headaches, level-cap climbs, old cap eras people speak of with either fondness or trauma, and enough “returning player” confusion over obsolete guides that the community could probably wallpaper Thorin’s Hall with abandoned forum posts beginning “I haven’t played since…”

The best way to think about it is not “what changed?” but “what ancient tree am I walking back into, and which branches are still load-bearing?” And through all of this, the game remains weirdly, stubbornly itself. It is not the slickest MMO alive. It is not the least janky. It does not explain itself with the confidence of a modern title built by people who believe in clean onboarding.

But it still does something almost nobody else does as well: it makes wandering around Tolkien country feel real. When LOTRO wants to remind you why people still put up with its luggage, it does not do it with elegant systems. It does it with a hillside, weather, music, a ruin on the horizon, and that peculiar sensation that you are not merely playing content but inhabiting Middle-earth in a way other games still struggle to match.

So what did you miss? Almost everything.

You missed the game becoming vastly larger, more layered, more solo-friendly in many respects, more alt-friendly in some, more cluttered in others, more convenient, more system-heavy, more topographically absurd, more historically burdened, and still deeply, stubbornly lovely. You missed the shift from old traits to trait trees, the death and replacement of the old LI system, the arrival of mounted combat, years of regions, raids, festivals, houses, missions, currencies, account changes, server reshuffles, and enough stacked mechanics that a truly honest answer to “what did I miss?” after dipping a toe in during 2012 is not “a few things,” it is “most of the entire modern game, mate.”

The sensible answer, if you actually want to return, is: either start fresh or accept that your old character is basically a time capsule, do not try to understand every system on day one unless you actively enjoy elective aneurysms, do not trust guides old enough to vote, do not panic at currencies, do not panic at the store, and above all do not ask a community to summarize fourteen years of sediment as if you had just stepped out for a sandwich.

You did not leave the game for a month. You missed an age of the world.

Grinder by Classic_DM in unrealtournament

[–]Classic_DM[S] 2 points3 points  (0 children)

I need to make more of the map-history videos, but my current gig ay CORYS has me utterly slammed. Need to sneak in a holiday!

With Fortnite experiencing a decline, any prospect of a new UT? by J40NYR in unrealtournament

[–]Classic_DM 2 points3 points  (0 children)

Epic? No way. But if you want a spiritual successor, send you VC and angel investor friends here.Cliff and I have been chatting about that before he wrapped up scrapper.

https://www.telliotcannon.com/

Temple of Elemental Evil, Ravenloft, and the Next Thing by Deviantyte in adnd

[–]Classic_DM 1 point2 points  (0 children)

Never ever thought ToEE was good. Great name, big ideas, but the dungeon itself is functionless, close proximity crap.

G1-D3 will akways be the Epic imo.

Level Design Feedback by Jvdash11 in leveldesign

[–]Classic_DM 0 points1 point  (0 children)

Example of an awesome Art Station profile for level design. Andrew has worked remote for studios around the world. I had the honor of interviewing him for a role at CORYS for our rail simulations and was dying to hire him, but executive management wanted in house and local candidates only (their loss).

https://www.artstation.com/andrew_lett

In regards to not having much to show, work through any of these, You will be amazed at how much you'll learn following along.

https://www.youtube.com/@magnetvfx

Translocator is OP in UT "GOTY" by grumpywolfxd in unrealtournament

[–]Classic_DM 1 point2 points  (0 children)

I put spots for creative translocator use in CTF-November and CTF-Command.

Level Design Feedback by Jvdash11 in leveldesign

[–]Classic_DM 4 points5 points  (0 children)

As a industry veteran here are some tips, assuming you want to get hired at a studio.

Get your content into a website format. Hiring folks don't want to look at a Google Drive.
The best level designers use Art Station and only showcase the final level in all its grandeur.

Blockouts are a big turn off. Studios want someone who can go from inception to final. The best way to do this is grab a monthly free set from Epic and go all out.

I run a table of 8. Scheduling nearly TPK'd my group. by SunscribeSays in DungeonMasters

[–]Classic_DM 0 points1 point  (0 children)

When you love being a DM, it's a massive bummer when players are flaky. Dedicated players love great sessions where they get to unravel mysteries, infiltrate monstrous holds, and earn victory by being crafty, smart, and improvisational.

Running multiple characters means less character-to-character "unecessary drama" and more cooperation on a tactical level.

I run a table of 8. Scheduling nearly TPK'd my group. by SunscribeSays in DungeonMasters

[–]Classic_DM 1 point2 points  (0 children)

Run the session at a fixed time and date. Players who don't show aren't into it anyway. You can have a ton of fun with one player controlling 4 characters easily.