Proto:Unreal Tournament/Version 222/Graphic Differences

Default Mugshot


If a player skin does not have a specific mugshot assigned to it, the game will use a default one not seen in the final game. It appears to be from an earlier point in development, as it uses a different style compared to the rest of the icons. It features what appears to be an earlier version of the Nikolai skin, but with a blue background and a square-shaped frame with a rounded lower right corner. The rest of the mugshots in the prototype and the ones used in the final game use a black background and no frame.

This mugshot can be seen in an early promo video.

Earlier HUD style


The Chainsaw's HUD graphic appears to be from an earlier HUD design. Instead of being a square with the slot number on the top left corner, a grid pattern in most of the box, and an ammo bar at the bottom, it is a box with a rounded upper right corner, no ammo bar, no weapon slot number, and no grid pattern. When the player's HUD is red, the weapon will be red and the rest of the icon will be black. If the HUD is blue, the icon will be a green/blue mix, but the background will still be black.

Interestingly, a look at graphic files shows that both a regular and “selected” graphic for the Chainsaw exist in this style. The unselected graphic has a blue background, a black ammo bar, and a yellow Chainsaw. This HUD style never appeared in any prototype pre-release footage nor Botpack220. It was most likely a HUD style developed after the Unreal-style HUD graphics seen in Botpack220's files was removed, but before the final one was created.

Impact decals
Impact decals, such as mullet holes, do not exist in v222. however, chunks of the wall will occasionally pop out of the wall, like in Unreal.

Team logos
Four team logos (the ones seen when looking at a team roster in the single player ladder) are in the prototype, but all of them are different from ones in the final game. The logos in the prototype are for the Black Legion, Blood Reavers, the Dark Phalanx, and the Iron Guard.

Final flag icons
The icons used to show who has the flag in the final game's scoreboard are in the game's files, but are not used.

Shield Belt icon
The Shield Belt icon from Unreal is in the “Botpack.u” package for some reason. It was removed in the final game.

Enforcer skin
The Enforcer's skin is on one sheet in the prototype. The final game breaks it down into four smaller sheets.

Loading graphic
When loading something in v222, the game uses the "LOADING" graphic from Unreal and tints the screen blue. The final game uses "LOADING" with a large font used for other purposes in the game and does not tint the screen.

HUD
The HUD for each game mode is different in this prototype compared to the final game.

General
The ammo box uses it's own unique graphic in the prototype. In the final game, it uses the frag count box's shape, but with two cartridges instead of a skull. IF the player runs low on ammo, the number will turn white.

The health and armor display is a little bit different compared to the final game. The health and armor counts are not in boxes. The health count is placed to the left of the representation of the player's body, while the armor count is to the right of it. The health count has a Red Cross-style cross to the left of it, but the armor count has no icon.

The HUD cannot be shrunk like it can be in the final game. The player can remove and add certain parts via the menu, though.

Text appears in the upper left-corner, but the box that goes around it does not appear. Mugshots showing who is speaking what do not have a border around them. In addition, a mugshot will often be placed over text, making it impossible to read a message if a mugshot is on the screen as well.

HUD weapon icons
The weapon icons in the HUD are slightly different between version 222 and the final game. The 222 weapon icons have their weapon slot numbers on the graphic, while the final game's don't. It seems the final game draws the numbers on the weapon icons when the game is being played. The space where the number is located is smaller and has a triangular end in 222. The final take is larger and has a rounded end. The actual weapon icon is lighter in 222 than it is in the final game.

Players representation images
This build only has body representation graphics for the male player. Using one of the female models or Xan will still show the male body representation graphic.

HUD font
The font used for messages on the HUD is much smaller than they are in the final game. The font always lasts on the screen for much longer in v222 and does not slowly fade out. Instead, the font suddenly disappears.

Deathmatch
The Deathmatch HUD has some small differences. First, the HUD is red by default. In the final game, it is a dark blue. Second, the part of the HUD that shows the player's rank in the match is different. Instead of showing their current position and how many frags they are away from first place, it simply shows a graphic that is a gold “1st”, silver “2nd”, or bronze “3rd”. If the player is not in 1st, 2nd, or 3rd place, the game shows nothing. It was likely changed so that it's easy to see where you are in a match if you aren't in the top three positions.

The scoreboard is laid out the same as it is in the final game, but the font is yellow by default, not blue.

Team Deathmatch
The Team Deathmatch HUD is the same as Deathmatch's, but the “1st”, “2nd”, and “3rd” icons are missing. The scoreboar is the same as the finals, but does not show where each teammate is.

Capture the Flag
CTF's HUD has some differences as well. The score count for each team is on the left side of the screen. The right side of the screen shows the status of the flag. The final game merges the score count and the flag status indicators to make it easier to understand how the game is going. Second, if a player has the flag, they will have a team-colored dot next to their name in the scoreboard. The final version makes this easier to understand by putting an icon of the flag color they're carrying instead of a dot that's using the same color the carrier's team is. Finally, the frag count on the left side of the screen is missing.

The scoreboard does not show the amount of frags each player has. Instead, it shows how many flag captures each team member has made.

Domination
Like CTF, the point count is on the left side of the screen. The status of each of the points is on the right side of the screen. The font used for each point is much smaller than it is in the final game. In the final game, the point count is on the right side of the screen, while the status of each point is on the left. The frag count does not appear in the prototype's Domination HUD.

If a point has not been touched yet, it uses the white X graphic from Botpack220. When someone touches it, a team logo from the final game is used.

The scoreboard does not show any teammembers score in v222.

Assault
The right side of the HUD shows the Red and Blue team logos with a “1” next to them. They do not change, no matter how many objectives have been completed. The frag count does not show up on the HUD nor the scoreboard. In fact, the scoreboard shows no number next to each player.

Like with Domination mode, v222 does not show the individual score for each player.

Last Man Standing
Last Man Standing uses Deathmatch's HUD, but with the frag count in the HUD and scoreboard representing the amount of lives each player has left.

Player information
The information shown when looking at a teammate or enemy is different in v222.

Deathmatch
In v222’s deathmatch, the only bit of information shown will be the player’s name, but the font used is green instead of red.

Team modes
When looking at an ally, the game will show the ally’s name, callsign, and their health. The final game makes the font larger and only shows the name and amount of health because the callsign feature is removed from the final game.

Players on the enemy team will have their name, and strangely, their callsign when looked at. The final game gets rid of callsigns altogether, so the only thing shown is the name.

UWindows GUI
The UWindows GUI is already working fine in this prototype, but there are some differences between the prototype's GUI and the final's.

UWindows skins
version 222 comes with two UWindows skins; Gold and Metal. Gold is used by default. Metal shares a name with a skin used in the final version, but is completely different from the Metal in the final game. Instead of tinting everything bronze, Metal styles most of the menus like the menus from the single player ladder. Most menu boxes are bordered by the metal style seen in the single player ladder menus. The top part of each menu, including the “close” button, use the same style that the borders have. The parts of the GUI with text have a black background, while the font used is green. Tabs and dropdown menus have a green border.

Not everything works well with Metal. Several of the menu options, especially ones that use dropdown bars, are scrunched up, making it hard to read certain parts. In addition, certain elements of the GUI, such as the bottom bar that has the “Cancel” button, still uses the final's design. The design on the side also reduces the amount of room information can be displayed. This is easily seen with the server browser, where the user has to scroll right to see how many people are on a server. They don't have to do this with the regular UWindows design.

Prioritize weapons
The “Prioritize weapons” option does not work in this prototype.

Level screenshot
When setting up a botmatch or local server, a preview screenshot of the selected level does not appear to the right in v222.

Match tab
The match tab does not have an option for selecting mutators. In addition, the buttons that let the player go straight to the next or previous map do not exist in v222.

Rules tab
The rules tab has an option for enabling JumpMatch, which makes everyone jump like they had the AntiGrav Boots. In the final game, it is a mutator.

The options arranged differently as well. The v222 layout is a bit harder to figure out than the one the final game uses.

Settings tab
In v222, the settings tab has the option to use Unreal's death messages and the ability to use reduced gore in a match. The final game gets rid of the death message option and moves the reduced gore option to the Preferences tab.

In addition, the game speed and air control options are on the bottom of the screen in v222. The final game moves the up so that they're underdeath the "Game Style" option.

Bots tab
The bots tab does not have the "Balance Team" option and, in Domination, does not have the "Enhanced Team AI" option.

Preferences Menu
The tabs in the Preferences menu are laid out from left to right in the prototype. The final game puts three of them the top of the screen with four underneath them.

Bot customization
The player cannot customize every bot available. They can only customize the amount of bots specified in the amount of bots the player wants in the match. For example, if someone puts in that they want 10 bots in a match, the game will only let them edit bots 1-10.

Player Skins
There are several differences between the player skins in version 222 and the final game.

Animations


The male player models use the male player animations from Unreal. The female models use their final animations.

Purple Babe


Purple Babe is one of two player skins that doesn't appear in the final game. She is based on the female Iron Guard) skin, but has several differences compared to the skin she was based on. First, most of her suit is purple instead of a steel color, which fits her name. Second, she has much more visible cleavage compared to the Soldier skin. The tattoo on the female Iron Guard texture is replaced with a patch of armor that partially covers up where the tattoo would be. No matter what team skin the player selects, she will always be purple Her navel isn't showing. Finally, her face is based on the Rylissa face available for the female Iron Guard model, but with lighter skin and green eyes instead of amber.

This skin appears in some demo versions of the game, but was removed from the final game.

Retro


Retro is the second skin that's found in this prototype, but not in the final game. He is based on the skin used for Raw Steel, but has several differences. First, the design for his outfit looks a lot more basic than Raw Steel's. His shoulder pads, gauntlets, boots, and part of his pants appear to be made out of either fur or leather. Metal plates are put on part of his outfit, such as his boots and his thighs. Retro has a strap that goes around his shoulder. The strap holds up a piece of metal that goes over his left breast. He also uses a unique face skin that is not used in by any Raw Steel skin in the prototype or final versions of the game. His face looks vaguely feminine and has a soul patch. Like Purple Babe, he does not have red, blue, green, or gold skins.

This skin appeared in some demo versions of the game, but did not appear in the final game.

Male Thunder Crash
The “Riker” face is missing. In addition, male Thunder Crash skins do not have red, blue, green, or gold skins. This means they'll look the same as they do with no color specified if they're in a team game.

Male Iron Guard
The Male Iron Guard skin set lacks the “Brock” and “Rankin” face skins that appear in the final game. Like the male Thunder Crash skin set, they lack red, blue, green, and gold skins.

Raw Steel
The “Arkon” and “Bruce” face skins are missing in this prototype. Like the male Iron Guard and Thunder Crash, Raw Steel does not have red, blue, green, or gold skins.

Kregore
The Kregore face is completely different in 222. In 222, the face is a rough-looking guy with an eyepatch over his right eye and a huge beard stubble. The final Kregore lacks the eyepatch, has a completely different expression, and has a darker and differently-shaped stubble.

Manwell face
The Manwell face is a bit different between 222 and the final game. The 222 version has a lighter skin tone, brown hair, and no tear drop tattoo near his right eye.

Male Dark Phalanx
The Whitman face is completely different between version 222 and the final game. In Build 222, Whitman looks like Blake, but with numbers tattooed on the left side of this forehead. The final Whitman has a scar over his left eye, dark skin, a mustache, and a soul patch.

Male Blood Reavers
The male Blood Reavers are the same as they are in the final game.

Male Necris
The “Grail” face is missing in version 222. In addition, the “Necrotic” face is a copy of the Kragoth face, not a separate face skin, like it is in the final game.

Female Iron Guard
The only face available for this skin in this build is Rylissa.

Female Thunder Crash
The prototype has all of the final's face skins listed, but the Azure, Olga and Ryanna faces are copies of the Annaka face skin.

Female Dark Phalanx
In v222, there are numbers on the female Dark Phalanx skin's left breast. The final game moves it to her right breast.

Female Blood Reaver
The Tanya face is missing in this build.

Female Necris
The Malise face is not in this build.

Xan Krigor
Xan's model is already in the game and works fine for the most part. The model has two bugs, however. If Xan's default skin is chosen, most of his skin will not display correctly. Only his arms will display properly. The antennae on his head disappears because of this bug. The rest of his body will be a mix of bright green and white. The team color skins, such as red and blue, work fine.

Also, Xan does not properly hold weapons. Guns will be floating away from his hands and will be tilted so that they're facing up. It doesn’t affect gameplay, but it looks funny.

Other skins
The Metal Guard (male and female), The Corrupt (male and female), Venom, and the Aphex Female Commando skins do not exist in version 222.