Did some research into this to see what's different. Needless to say, there's a ton of things that are different.
*Pretty much every level in this prototype was scrapped in the final game.
*Most of the levels are in a very rough shape in this prototype.
*the levels that did survive have several differences. LavaGiant2 lacks a proper background, Flux2 has no "outside" area, Orbital2 is completely different, and Insidious lacks a lack of details and has a different middle area. SpekkudGorge uses a very rough version of the design seen in the UT2k3 prototypes, not the one that's in the final game.
*No Gloop Gun. In it's place is a Laser Gun that was modified to be the final's Ion Painter. The game's files suggest that the Laser Gun is named the Ion Painter, but it sure as hell doesn't act like it.
*The melee weapon is the Impact Hammer, not the final's Shield Gun. However, you can't hammer jump with it.
*The Shock Rifle uses a prototype of the Unreal Championship one, not the UT2k3 one.
*There's no ammo pickups for each gun (ie no rockets for the Rocket Launcher). Instead, all of the weapons have their ammo refilled by picking up a blue floating pair of ammo.
*No weapon pickups in the levels.
*Several player models are glitched. The Female Gen'Mokai and second Egyptian models (the ones with the silly hat) don't appear and some of the male Gen'Mokai models are just floating torsos.
*The game uses the Unreal Championship name for models (like Diva is Aliah and Rapier the robot is Ginsu).
*No ragdoll deaths.
*The "planet information" screen in the UT2k3 prototypes are in here, but also serve as an overglorified "select your character!" screen.
*There's a vehicle you can spawn by hitting H. It fires lasers, but has limited ammo. It's model is similar to the unused flying vehicle model found in UT2k3 and UT2k4's files, but it's blockier and is grey instead of green. There's a bug where, if you get off of it, you'll continue to turn as if you were still on it. It also ignores "kill" triggers, which lets you do things like fall down bottomless pits and jump into space and survive.
*The menu is very barebones; there's only a "select team", "Play Game", "Host Game" and "Server Browser". There's no exit or quit options. I'm assuming this is because it's built to be an XBox game, and therefore there's no reason to add a "quit game" option for it.
*There is no menu you can bring up while playing. The only way to get back to the menu is to hit Tab and type in "disconnect".
*There doesn't seem to be a way to set game options, like the amount of kills needed to end a Deathmatch.
*The mouse is extremely sensitive, and will do things like swing 180 if you slightly nudge it. Trying to alter the mouse sensitivity in user.ini does nothing. Some people think that it's a bug related to auto-aim.
*Strangely, the UnrealEd .hlp from the Unreal 1998 beta are in the game's "Help" folder.
*The Unreal Tournament 1 help files are in the "help" folder.
*The editor uses the same start-up splash image that the editor in the Unreal 2 prototype uses.
*This prototype seems to come from the guy that worked on Flux2, as one of the levels that show up in the editor's "recent files" is Flux2.
*Bots can be spawned via the console, but they aren't that smart.
*No player sounds.
*the announcer sunds different from the final game's.
*Bombing Run uses a different goal in this prototype. Instead of having to toss the ball into a hoop or jumping into the hoop yourself for more points at the cost of killing yourself, you simply walk onto a point in the enemy's base, at which point you unceremoniously blow up and your team gets a point.
*The Bombing Run "ball" looks much different. It looks like a telescope instead of the final's ball shape.
See what I mean that there's a lot? There's probably more that need to be found.
I think if I ever make a page on this thing, I'm going to just make videos for each level instead of trying to describe them part by part.
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