Recent Posts

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New members / Re: Discordant
« Last post by THOR` on Yesterday at 21:18 »
Welcome  :)
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The Lounge / Re: What do you do?
« Last post by [P]etya on Yesterday at 19:06 »
Biologist here, specialized in the subfields of microbiology, molecular biology and immunology. I started my career leaning heavily towards microbiology but after a while I decided I would enjoy molecular biology more. Currently working veterinary diagnostics laboratory where I run qPCR tests first and foremost. Also part time gym-bro.

I returned to UT2004 after skipping like ~10 years. Bit of a lie because in that time period I was sometimes on and off but never actively playing.
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The Lounge / Re: Map voting gap too bad
« Last post by [P]etya on Yesterday at 18:59 »
It's a tough case because even with the gap the same 4-5 maps are played in a rotation with some never getting voted in. It's probably near impossible to do anything about it without upsetting others because UT2004 players never seem to get bored of e.g Rankin. So I can perfectly imagine that people would play the same map not twice but like all the time.
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Hello there!

I joined this forum just to add my 'insights' regarding this team balance because it has been my 'bane' ever since I encountered it on CEONSS. By all means I'm no statistician but I think as much good intention this team balancing thing has, it is abusable and it usually moves the 'carries' from one team to another. In many instances such calls mixed with some abusable mechanics such as leaving and rejoining ruin a head to head match up, giving e.g a 3 round point edge to the losing side in a 7 - 6 state.

The team balancer also seems to make bad calls because it recognizes PPR only seemingly and since the current ruleset heavily favor spammy and straight up suicidal gameplay, some people have inflated PPR despite the skills mismatch the achieved score. I'm ponting this out because the way the ammo distributed, it gives e.g shock combo spammers an edge while the limited ammo on the minigun and the link gun removes any potential counter play. It is technically the TAM set up but unlike TAM, in Freon death isn't permanent as long as one person is still standing minus some instances, so I see no reason to fine tune the rules, so that they favor other type of playstyles and weapon choices. I also don't see any reason not to have what TAM used to have that those teams who have the edge has some minor debuffs e.g health and shield capped at e.g 90pts instead of 100pts.

Long story short: as long as the gameplay leans in favor of certain players (it evidently does), the team balancer won't do many good and besides TAM rules already had some mechanics to mitigate extreme gameplay edges.
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New members / Discordant
« Last post by Discordant on August 22, 2026, 15:27 »
Hi,

I am Discordant,
I've been playing the three games in the franchise (UT, UT2004, UT3) since I recieved a demo disk from a game informer magazine in 1998.
Each game stands on it's own for very different reasons.
I like UT2004 the most as it is the most complete game from start to finish.
Thanks for having me and putting up with me!  :))
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Maps & Mapping / Re: Map Suggestions - ONS
« Last post by Discordant on August 22, 2026, 15:23 »
I second this!
New maps in ONS would be awesome and these picks look fun!
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Maps & Mapping / Map Suggestions - ONS
« Last post by Halsey on August 18, 2026, 18:22 »
Hi everyone :).
Hoping everyone is doing well, server is still alive, nice to see.

I came back yesterday to the game due to nostalgia and someone brought up the topic of ONS Maps suggestions in chat.

So fair to my word and since I always was an ONS lover I am here to suggest some maps that I think they were nice.
Most of the ones I'll suggest here I used to play them a lot in SinglePlayer ages ago, I think they're fun or unique.

1. Mushroom Forest.
Fun map, very unique, it has custom vehicles and animations so I hope there isn't a compatibility issue, but the map is beautiful and well done, simple as that.

https://gamebanana.com/mods/56770

2. Chain Island.
Another not so very big and good looking map! I used to play this one a real lot, it is kind of an open field like Torlan with beautiful water. Fun map.

https://gamebanana.com/mods/56782

3. Dinora.
Tropical rainy map, you fight on cliffs or in the sand. Versatile and good looking map.

https://gamebanana.com/mods/56787

4. Cosimia.
Hellish aesthetic map, not much to say, it has bones, fire, lava, chains.

https://unrealarchive.org/unreal-tournament-2004/maps/onslaught/C/ons-cosimiafinal_90c022b9.html

5. Nubosidad.
Beautiful! Cosimia was hellish, this one is paradise and heaven. Really beautiful map, theres a leviathan, be careful to not fall. Kind of big but fun.

https://unrealarchive.org/unreal-tournament-2004/maps/onslaught/N/ons-nubosidad_f13e3e2a.html

6. CanyonRun.
Straighforward open map, simple, you know where to go easily. Looks good also.

https://unrealarchive.org/unreal-tournament-2004/maps/onslaught/C/ons-canyonrunse_2f5ae57d.html

7. BlastBark.
Small chaotic map, has few nodes, turrets. Feels like a fusion of Primeval and Torlan.

https://unrealarchive.org/unreal-tournament-2004/maps/onslaught/B/ons-blastbark_f81e2803.html

That's it.
Those are the most memorable ONS maps I can remember in my experience.
Hoping everyone is doing well ^-^.

₊˚ ✧ ━━━━⊱⋆⊰━━━━ ✧ ₊˚

Also I think I never published it here, but I made a UT2k4 skin ages ago, just because why not.
A Doctor Who one (I don't even watch the series, I just thought the model looked good for UT lol).
If you wanna check it out :)).
https://gamebanana.com/mods/233030

Greetings, le MiA community ;D.

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The Lounge / Re: Map voting gap too bad
« Last post by Gruxly on August 11, 2026, 22:00 »
What probably happened is that:
The server allows voting for any map for some number of rounds, but then
The server only allows voting from (what I think is) the NEW map list for one round

So you can end up voting for the same map twice in a row. You can end up playing the same map 3 or more times if you throw in a vote for “random” on either side of the new/regular votes as well, and get “lucky”.

Oh that's disappointing, I didn't realise that's what was implemented... I'm not sure why anyone would want to play the same map twice.
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The Lounge / Re: Map voting gap too bad
« Last post by Flenser on August 10, 2026, 23:14 »
What probably happened is that:
The server allows voting for any map for some number of rounds, but then
The server only allows voting from (what I think is) the NEW map list for one round

So you can end up voting for the same map twice in a row. You can end up playing the same map 3 or more times if you throw in a vote for “random” on either side of the new/regular votes as well, and get “lucky”.
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