

|

Looking for the Unreal Tournament 2004 version of Unreal Demolition? Follow the link here.
If you want to join the project as a developer, please apply here by clicking "Join This Project". IGN/Gamespy/FilePlanet login required.
October 19th, 2008
The MSUC Phase 2 build of Unreal Demolition 2 now available, featuring new modes, new maps, and more excitement than ever.
New Modes
- Demoball - Featuring an exciting mix of vehicles and the action-packed sport of Rugby, work with your teammates to achieve victory. Score the most goals and stop your opponents, or suffer the humiliation of defeat - the choice is yours.
- Stunt Mode - Feel like showing off? This mode's for you. Take advantage of Unreal Demolition's vehicle stunt system and do some of the craziest stunts you've ever seen. Fly hundreds of feet through the air, flipping, spinning, and rolling all the way, in a mode that encourages you to do the craziest things you can think up.
New Maps (See media page for screenshots)
- Demoball Arena - The feature map of Demoball created by Bobby McCoin. Demoball competition in a tight indoor arena. Use the ramps to gain a little height on your competition. You better keep someone in net, or the game may be over before you have a chance.
- Okam Falls - Created by talented level design Kyle Mulligan, this medium sized Sumo map adds a little flexibility to the gameplan. Take advantage of the outer walls as a safety net to gain some speed and ram your opponents off the level.
Unreal Demolition 2 Trailer
Demoball Internal Testing Video (Hi-Res)
Demoball Internal Testing Video (Low-Res)
As always, we are always looking for developers to help us out in all facets. I have plenty of work for artists, level designers, and programmers if anyone is looking for some experience.
For all you dangerous drivers out there, Happy Demolition!
Dan Weiss
Producer - Unreal Demolition
September 14th, 2008
Unreal Demolition has made finalist in the Best Game Type and Best Use of Physics categories of Phase 1 of the MSUC. Thanks to everyone who has played UD for supporting the mod so far.
In other news, the current status of the mod is a bit of a wash. I'm still deciding whether I want to implement any new gametypes for the Phase 2 release, or if I want to just concentrate on tweaking and bug squashing. On the other hand, I am working on creating supported versions for the new 1.3 patch -mod switch, as well as a supported version for the PS3 based on the MSUC 1 release. More news on that in the near future.
Dan Weiss
Producer - Unreal Demolition
June 27th, 2008
Unreal Demolition 2 version 1 for Unreal Tournament 3 has been released! The first release coincides with Phase 1 of the Make Something Unreal Contest, and contains 4 maps for 2 gametypes, Classic Demolition and Sumo. These modes feature all the high speed, high collision action that the original Unreal Demolition was known for, all in a pretty new package.
You can grab the mod here on our official site or grab the files on a number of great mirrors. Please note that UD2 does require the Unreal Tournament 3 Bonus Pack, available here.
There will be a server up and running 24/7 featuring all of the maps released alongside the mod. The server is up at 216.176.132.86:6400, and will be there all weekend to carry the action.
Anyhow, there isn't much more to say, but happy demolition!
Dan Weiss
Producer - Unreal Demolition
June 20th, 2008
Today's batch of media includes the first render of the redesigned PSI boost pickup. This great model is courtesy of our new artist, Bobby McCoin. Bobby will be helping to create more fantastic art for future builds of Unreal Demolition.

Also, as a special treat for fans of the game, I will be releasing sporadic bonus maps from games that have inspired me to create UD. The first of these will be BlockFort from Mario Kart 64, complete with the original stylings from the classic game.

Anyhow, release is upon us, so definitely look forward to playing Unreal Demolition sometime within the next couple of days before the MSUC deadline.
Dan Weiss
Producer - Unreal Demolition
June 17th, 2008
Today's treats are some shots from returning level designer Kyle's new map, Serenity. This is our first small scale Sumo map, offering a fun set of combat in close quarters.

Kyle Mulligan had been a level designer in the original Unreal Demolition, creating some of the best maps for the mod, so I'm thrilled to have him back in the fold. He also has created maps for the UT2004 mod Carball, as well as creating maps for Onslaught and Assult.
Also joining the team is Gerry Hernandez, joining to help out in the programming department. He is already hammering away fixing bugs for the upcoming Make Something Unreal Contest release.
We are also still recruiting for positions in Programming, Level Design, and Art. Check out this post on Beyond Unreal for more details.
Dan Weiss
Producer - Unreal Demolition
June 3rd, 2008
In further progress and opening up of development, here's some shots of another map in prototype stage, Sand Pit.

I will be holding an open beta test this Saturday at 7PM PST to film some video of the game in action. If you want to get in on the action, join us on IRC at #unrealdemolition on irc.quakenet.org.
Dan Weiss
Producer - Unreal Demolition
May 30th, 2008
There is now proof of the game!

These shots are from the latest internal beta being used for testing. They are also the first shots of the new Sumo Arena. Although the game is pretty much ready for release, the team is going to be spending the rest of the time up until the Make Something Unreal Contest deadline on June 26th playing and tweaking the game. That being said, there are ways to get into the game early. I am now looking for people to help me test the game up until release. For more information, or to apply as a tester, email me at unrealdemolition@gmail.com or visit me on irc at #unrealdemolition on irc.quakenet.org.
Dan Weiss
Producer - Unreal Demolition
February 18th, 2008
I've been rather busy lately, but production of Unreal Demolition is progressing, if not a bit slower than I would have liked. At this point, I'm beginning final testing of network components. Of course, I don't own a dedicated server myself, so I'm doing all testing through a local dedicated server. I'm anticipating this phase being completed in a few weeks.
That being said, in one of the latest runs of emails through the UT3 mod list, it's been noted that Epic is looking into Total Conversion support for UT3 in a future patch. At this point, I'm going to take a wait and see approach to this. If it looks like the patch containing this support is not too far off, I'll hold off on release of UD, and simply take the time to test the game more. At this point, without the TC support, I've been doing a lot of glorious hacks that I would rather not be using, and I think that TC support will in the end result in a much tighter codebase on my end, and a much cleaner release on the user end.
If it looks like the patch will be farther off than I want, I'll figure out something as a test release. At this point, I don't have any maps done anyway. I am not a level designer, and really have no skills necessary to be one, so I'll mostly be spending extra time getting together playable maps once the code base is done. If a test release is indeed the way that it looks to be going, I'll put together one map per gametype for some sort of public testing.
Anyhow, that's how things are going here. Hopefully I'll be able to get some gameplay footage up soon, but we'll see how things go. :)
Dan Weiss
Producer - Unreal Demolition
November 21st, 2007
So, development has officially started on Unreal Demolition 2. I'm still sticking with February as a general release date, but things are going fairly smoothly. I've finished up most of the framework for the vehicles, and only have a few little things to get wrapped up in that (mostly GUI related at this point). From there, I'll finish up a prototype for Classic Demolition, and then begin testing. Technically, I could have a release at that point, but there's a few things I want to get done.
Anyhow, if all goes well, I should be able to start getting some media up within the next week or two, and if things go REALLY well (IE: I actually get some levels completed), maybe I'll be able to deliver a little early.
Dan Weiss
Producer - Unreal Demolition
September 3rd, 2007
Made a few small changes around the site, general maintanence and whatnot. I also added the design document to the "Files" section of the site, so you can find it there as well.
In actual development related news, I'm probably going to end up working on some of the initial art myself (or at least try not to massacre too much stuff) initally, until the full development ramps up, so hopefully I'll have some increase in news in the near future.
Dan Weiss
Producer - Unreal Demolition
September 2nd, 2007
It's been a while huh? Anyhow, sorry there's no news happening, but UT3 isn't coming out until November. In the mean time, I finally got around to rewriting the design document, which is now freely available as a pdf in the "About" section of the website. If anyone has any questions or comments, feel free to shoot me an email.
I'll be starting a new semester at DigiPen Institute of Technology this week, so development might not get started until the middle of December, but I guess we'll see when the time comes.
That's all the news I have for now, so I'll update again if I have anything new.
Dan Weiss
Producer - Unreal Demolition
February 12th, 2007
Welcome to the official home for Unreal Demolition for Unreal Tournament 3, the sequel to the award winning mod of the same name for Unreal Tournament 2004. More information on the game will be made public in the coming weeks as I complete planning on the new version of the mod.
I've been without reliable internet for a little while, so in my spare time I've been working on the design for the mod. For the upcoming UT3 build of Unreal Demolition, I'll be taking what I felt were the best features of the UT2004 mod, and tweaking them to hopefully bring out the best product I feel can be made.
At this time, anyone interested in helping out on the mod can contact me. I'm looking to recruit in any positions, particularly level designers and vehicle artists to help out where I really have little to no experience.
Anyhow, work is beginning, so please look forward to the eventual release of the mod.
Dan Weiss
Producer - Unreal Demolition
|