UTComp v20 arena artwork with the Viper mascot
Strict-netcode evolution // build v20

UTComp v20

Server-authoritative hitscan validation, mover-aware rewind, shield desync protection, and a modern competitive HUD for Unreal Tournament 2004.

Server 135.152.246.249:7777 Server 235.152.246.249:7779
New // Post-match telemetry

Match Intelligence

Search completed matches across both servers, inspect scoreboards and weapon performance, replay kill timelines, and explore every fight through an interactive 3D movement and combat heatmap. Duels get a dedicated head-to-head breakdown with pickup-control analysis.

01

Combat systems online

Strict hitscan

One capped server rewind snapshot per validated shot, with weapon-by-weapon policy control.

Mover consistency

Historical lift and base checks keep rewound pawns and movers on the same frame.

Shield protection

Bounded shield-up grace and a capped arc tolerance absorb high-ping desync.

Competitive HUD

Accuracy and damage comparisons, bright skins, hitsounds, warmup, voting, and a sharper scoreboard.

Nickname & identity

Customize your display name with color tools and keep your preferred presentation across matches.

Country flags

Choose a country flag beside your nickname from the in-game UTComp menu and scoreboard.

New projectiles

Rocket, Flak, Bio, Link plasma, and Assault paths keep authoritative spawn timing while improving visible projectile feedback.

Match heatmaps

Server-generated reports with movement, frags, deaths, pickups, and timelines — distances reported in meters.

Live diagnostics

Authoritative Shock, Lightning, Shield Gun traces, and heatmap capture are enabled on the test servers.

02

What v20 changes under fire

One authoritative decision

Every validated hitscan shot is evaluated on the server against a single capped historical snapshot. Client-side hit claims never decide damage.

Pawn history and mover history are evaluated together, so lifts, platforms, and moving bases stay on the same frame as the rewound target.

Shock, Lightning, Sniper, Mini, Link, Assault, Classic Sniper, and SuperShock each have independent strict-netcode switches. Flak, Rocket, and Bio keep their own projectile policy.

Current test profile

Servers
7777 · 7779
Join password
None
Starting map
DM-Rankin-NE2
Gametype
Duel
Rewind cap
125 ms
Shield arc
+15° tolerance
Combat traces
Enabled
Heatmaps
Enabled
Mode
Test Features