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| Category: | Games - Windows(PC) |
| Added: | 1 Year+ |
| Size: | 6.87 Gigabyte |
| Peers: | ? Seeders & ? Leechers [ Update ]updated '6 months ago' |
| Tracker: | http://demonshell.com:55555 |
| Infohash: | 76c90cae46b0b07465665a4c2929c025d719cdd9 |
Description:
Similar to the previous entries of the series, the game is primarily an online multiplayer title offering several game modes, including large-scale Warfare, Capture-the-Flag, and Deathmatch. It will also include an extensive offline single-player game with an in-depth story, advancing from the simple tournament ladder to such concepts as team members with their own individual personalities. The following game modes are included:
* Deathmatch
* Team Deathmatch
* Capture the flag
* Duel: A one versus one gametype. It uses a queueing system, the winner stays, and the loser goes back to the end of the queue. A typical match last five minutes with an unlimited amount of rounds.
* Warfare (formerly known as Conquest): An amalgamation of Onslaught and Assault. While basic game rules are equal to those of Onslaught, Warfare adds unlinked nodes which can always be captured (supplying the capturing team with vehicles and a spawnpoint) and countdown nodes (which, after being captured and defended for a certain period of time, create a vehicle or trigger an event helpful to the capturing team) as well as the orb, which can be used to instantly capture and defend nodes.
* Vehicle Capture the Flag: Capture the Flag, with vehicles as part of the map; this exists as a separate game type to Capture the Flag, above.
Modes not returning from the previous Unreal Tournament games include Invasion, Mutant, Onslaught, Bombing Run, Last Man Standing, Domination, Double Domination, and Assault; Assault was removed from the game during production.[9] Due to the game's customizable nature these game modes could be recreated by users of the game. Although the game designers claimed that the new Warfare mode would allow maps to be created that play like classic Assault or Onslaught, the reality is that only Onslaught maps can be created, as there is no simple way to implement the timed rounds and Attacker/Defender teams that were the major features of classic Assault.
http://www.demonshell.com
Similar to the previous entries of the series, the game is primarily an online multiplayer title offering several game modes, including large-scale Warfare, Capture-the-Flag, and Deathmatch. It will also include an extensive offline single-player game with an in-depth story, advancing from the simple tournament ladder to such concepts as team members with their own individual personalities. The following game modes are included:
* Deathmatch
* Team Deathmatch
* Capture the flag
* Duel: A one versus one gametype. It uses a queueing system, the winner stays, and the loser goes back to the end of the queue. A typical match last five minutes with an unlimited amount of rounds.
* Warfare (formerly known as Conquest): An amalgamation of Onslaught and Assault. While basic game rules are equal to those of Onslaught, Warfare adds unlinked nodes which can always be captured (supplying the capturing team with vehicles and a spawnpoint) and countdown nodes (which, after being captured and defended for a certain period of time, create a vehicle or trigger an event helpful to the capturing team) as well as the orb, which can be used to instantly capture and defend nodes.
* Vehicle Capture the Flag: Capture the Flag, with vehicles as part of the map; this exists as a separate game type to Capture the Flag, above.
Modes not returning from the previous Unreal Tournament games include Invasion, Mutant, Onslaught, Bombing Run, Last Man Standing, Domination, Double Domination, and Assault; Assault was removed from the game during production.[9] Due to the game's customizable nature these game modes could be recreated by users of the game. Although the game designers claimed that the new Warfare mode would allow maps to be created that play like classic Assault or Onslaught, the reality is that only Onslaught maps can be created, as there is no simple way to implement the timed rounds and Attacker/Defender teams that were the major features of classic Assault.
http://www.demonshell.com


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