head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Competitive PvP
A classic multiplayer deathmatch shooter distilled to pure arena combat.

Execution · Pure Mechanics
High-speed aim and movement dominance against human opponents fighting for weapon and map control.
Deathmatch Classic leans Execution (Competitive PvP); Unreal Tournament (1999) leans Execution (Pure Mechanics).
Unreal Tournament (1999) leans a little harder on execution, though the gap is small.
Deathmatch Classic
aim and movement decide every fight
Unreal Tournament (1999)
Shock combo and flak cannon timing demand peak motor precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deathmatch Classic
human opponents predict positioning and timing
Unreal Tournament (1999)
Human opponents continuously adapt routes and engagement choices
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deathmatch Classic
weapon and spawn randomness
Unreal Tournament (1999)
Map spawns are minor; most information is visible or predictable
Unreal Tournament (1999) leans a little harder on optimization, though the gap is small.
Deathmatch Classic
limited map and weapon-control knowledge
Unreal Tournament (1999)
Weapon prioritisation and map control are learnable but secondary
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.