Unreal Tournament 2003
(backhalls?) iinstead of just the field or the stands. [img]http://www.gamingfiles.com/screenshots/1/files/6861.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6861bt.jpg[/img]
mostly outdoor level, based on ...well, yes, Mars. The outdoor area is huge, and the author has placed Bulldog spawn points for some GTA/UT2K3 crossover action. If you have not had the chance to mess around with the Bulldog yet, this is the map for you. The cunning placement of teleporters means that even on foot this level is easy to navigate. It's big enough for vehicles, but not so big that players feel dwarfed when hoofin it. Also, the many obstacles mean that drivers will need to hone their skills, and ground troops will have cover so they don't get flattened. The bases are very well designed, and fit flawlessly with the overall tone of the map. I love the use of the window to see into each base from afar. I would have liked to see the bases better marked with each team's colors, however. I was happily surprised at the frame rates; with the level this size I expected worse, but they are more than playable. Bots do fine, but humans may be preferred due to the Bulldog. Bots just don't seem to know what to make of it, and only seem fit as speed-bumps. Weapon placement is great, and seems well thought out for a map this size. The thing that stands out most in my mind after playing this level quite a few times is the many original things I saw done here. The seamless integration of the bulldog is one, but there are some really great things to see in this level. Instead of relying on a "one-trick-pony" with the bulldog, Bucky has built a solid level that will push for teamwork and add vehicle tactics to your list of things to master. Of all the CTF maps, this one is special, and should be on your download list. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7181.jpg[/img]
look like thorns. Marvelous map! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6217.jpg[/img]
textures are of the standard fair. Wide open side tunnels allow for good dodging in firefights, as well giving plenty of room while running the flag. Flag bases are easily defended (they can see you coming), but open enough to spot defenders (you can see them hiding, dirty campers : ). Also check out quick[fd]'s DOM-Extortion][ rAzOr
but glad to be alive. After sleeping I hit upon an idea to get us home, but it is then I discover that in my absence the remains of the ship have been hacked apart to make `CTF` platforms, the sails ripped up to make `flag` like relics, and most of the cooling shade supplied by the beautiful palm trees, lost, through someones overzealous axe work. Not ones to face bad luck with heavy hearts, we resolve to make the best of our final days, living in peace on this quiet Island in the middle of nowhere... or at least we would have, had the two strongest swimmers choosen to rescue the food supplies instead of selected items of the ships deadliest weaponary. [/quote] I love the idea for this map. UT2K3 ala Gilligan's Island. The author goes the extra mile with an abundance of small details. Half buried luggage, drift wood strewn about, color coded life preservers marking sides, and hastily erected log palisades serving as flag bases; this map has style. I love the camper's spot - two logs with a sniper rifle and ammo. Any players with military training will recognize a "Hasty D" whey they see it. Weapons and power-up's are strewn about, with some half-buried in the sand. Like I said, this map is all about details. Even the lighting is well done, being a bit overbright (think tropical sun). Excellent job Paul. Get this map now! rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6620.jpg[/img]
this map looks phenomenal. Ok, looks aside, lets talk about play. Flow is smooth. The center paths are wide enough to allow some bob-n-weave action when running the flag, and the side paths have nice waypoints with pick-up's. Bases are small, with a neat little window looking down, and a roof accessible via a ladder for defenders and campers. Three to five man teams would be great. Weapons are scattered throughout, but the good stuff is more towards the center of the map. The large comm. tower also holds some goodies for your T/L pleasure. A very nice job all around, this one has become a permanent in my maps folder. rAzOr Steve "Slick_Willy" Nabors, author of another fine CTF map, [file="6217"]CTF-Hall of Anubis[/file] just did it again! [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381dt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381et.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381ft.jpg[/img]
rights and who owned the site. In no time it was a full battle for control. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6711.jpg[/img]
uses the DM-TokaraForest theme and offers plenty of Z action. Map is low gravity. The author, Slick_Willy, spent about 10 hours programming the bots for this map. They seem to play really well. 8 players with the bots on adept or above is recommended. Anything below and you will beat them with no problem. The map was made low gravity as it was almost impossible for the bots to move around as well as the players with any kind of aggresiveness. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files_extra/6966at.jpg[/img]
storming it taking one of the various paths you can take. The map is pretty much a mirror image of itself on either side, give or take a pumpkin, tree or two. However, there are some bugs in this map that detriment from the fun. Theres this odd bug in the map that causes the game to randomely drop a graphic*example, you load, and your assault rifle is grey, un painted, or you load again, and one of the ammo boxes is grey and unpainted*. Also, weapons, especially the biggies, like the redeemer, have this habit of going netherworld into a map hole.*an example, firing a redeemer rocket at a pumpkin, and the rocket goes into a null spot inside the pumpkin, and effectively disappears*. As far as presentation goes, this map is a mixed bag. The theme and overall look of the map effectively conveys the halloween spirit, but its brought down by technicalities. Light sources are the bane of this map, especially inside the jackolanterns, which were obviously "pieced" together when this map was made, because the light breaks up into lots of "angles" on the floor and such, giving the rest of the map a smooth feel, and the jackolanterns, which are a landmark for this map, a broken, disjointed feel. This map also comes with its own music, "wallflower" something or other, its ok music, don't know how it fits with the halloween theme though......Anyways, the map flows ok, bot play is spotty, as they tend to be braindead runners, however, human play gets quite interesting, with all the nooks and crannies and the open structure of the map. So, despite its flaws, it's still an enjoyable medium sized CTF. PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7132.jpg[/img]
when you try it! Be sure and let us know what you think! Vote on this file and post your opinions!
bit more of a challenge. When running the ball, you only needed to get to the goal and score. This was a snap when working in tandem with a partner, or even using the T/L if you were on your own. Now, you have to make a run for it with a flag, and the somewhat roundabout route can be a bit frustrating for some players. The author has thrown in a few changes in this version: added adrenalin pills, a few more weapon spawns, and um...well, flags : ). These all help to give this map a more "finished" look and feel. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6497.jpg[/img]
widely acclaimed due to its uniqueness over other CTF maps. Features of the Hall include its extreme height, its complete low-gravity environment, its intense lighting, its peculiar speed tubes, and its huge variety of tactical approaches to victory. Its one thing getting the enemy flag, its another thing getting it to yours...\"
not forget the Pepsi and Coke logos all over the place! This map is one of my favorites and is a must for any UT2003 fan!
walkways that connect them. The structure of the map allows for alot of z-axis killing. I'd suggest 4 or so people on each team, to keep things from getting mindless. Great little map with a cool theme. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7204.jpg[/img]
lower skill levels!
think that this map will be a good 2on2 CTF map. So don't wait download it now. Bibadi
Park[/file] - [file="6100"]Lily Liver[/file] All 4 maps are conversions from UT maps, enjoy! :beer: There's also a [file="6267"]Dead Cat Bombing Run Map Pack[/file]! Acid Pipe & Boom Boom Bridge Car Park & Lily Liver
making games with alot of people on each team alot of fun, as theres rarely any congestion. And the addition of all the countless trees in this map makes an interesting addition, which can either excite or annoy, depending on your side. With the flag, you can easily make a getaway through the trees, and force your persuers to use accuracy based weapons, as splash weapons won't make it through the trees. The map looks good, everything looks in place. The only quirk I could find was that some trees were "planted" a couple feet above ground. Other then that, this map is a solid addition to any rotation, or for solo play, as bots in this map are really good. Also, theres a music file with this map, "We are the pain men" I think. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6687.jpg[/img]
variety into the mix. Plenty of sniper and translocator kills to be had. The map flows really well, you never find yourself in a dull spot. With six to ten players on each team, human or bot, this map is alot of fun. ~PhilPhoenix Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7688.jpg[/img]
forums, but I lost the thread so I have no other author info etc. and since the official forums' search function is disabled, there's no way to find it back :D Now would be a good time to start including readme's with your maps ehe :D Will the real author please stand up?
looks outstanding, downright satanic at times. Half dismembered bodies, dead looking things on crosses, mood music and lighting, this maps got it all, so it definitely conveys the "pain" feeling to the player. The design of the map also brings pain on many levels, alot of clever z-axis action can take place, and the jump pads, if not used right, make you end up in.....well, pain, he he. However, this map does have its flaws. One of those flaws lies in the very same area I just praised, the design. The map is full of many unique areas that make for multiple paths to and from the flag, however, in some instances, parts of the level are spaced wrong. a staircase, thats right in the middle of an action zone for example, will stop you dead in your tracks as you bump into it and jump onto it, leaving you wide open to be ripped apart. This can easily be countered by using low gravity, but it takes away from this maps feeling of impending danger. As far as bot play goes, the bots are iffy. Some run/persue/shoot quite intelligently, while others, stand in one spot, in groups, at the flag and wait. However, with human teams, large ones, this map does indeed get painful. All in all a solid CTF map with clever level design and loads of atmosphere. Definitely one to add to the rotation. ~PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files_extra/8751thumb.jpg[/img]
They\'ll follow you off the top of the roof all the way down to the gantry. Jump spots are every where for bots. They\'ll find you even on the back of the pyramids.~To be reviewed by the map reviewing staff
on Halo :D Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7574.jpg[/img]
Few survived and they were forced to leave Earth. Now only four colonies are left in space and yet the fighting continues ~ After Earth
of this map remains, even though it has been cut in half. All the routs have been connected flawlessly, and this map rocks with almost any number of players. Nice job, give it a look-see! rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6161.jpg[/img] Be sure to also check out the [file="6241"]KARMA Edition[/file] of this map!
AETERNUS) - and more... ENJOY! :beer:
room, the floor, are a bunch of squares*crushers* that randomely go up and back down. Needless to say, this complicates matters. You can get the flag, turn around, and low and behold, the floor has just risen up, blocking your exit, or your all the way in the middle, and the entire middle section of crushers go up. It adds a welcome variety to CTF. The size, however, does feel constrictive, and will tend to frustrate many, as well as the fact that the crushers completely unbalance the gameplay.. Still, an inventive little map. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6377.jpg[/img]
meshes from the packages available with the retail version. This was my intention. It seemed challenging to create a new world given the limitations of pre-existing meshes, and makes for a much smaller file (less load time for the level). This level supports bots, but because of its complexity, bot usage should be minimized if not eliminated. I truly constructed this level with the human player in mind, even though a modest A.I was added.
18 bots= runs fine:) The atmosphere on this map is second to none, I had to go ring out my clothes after playing this one. ~review to come.
special trap to spring on unsuspecting intruders (shoot the dragon head).
part, this map is balanced, relatively same design on either side, however, red has a "straighter" run to the flag then blue does. Bot play is solid, they go the the shoreline bombard you while some go for the flag. It should be noted, player count should be kept around 4 or so on each team, anything more, and the map starts getting mindless due to the design and size. A fast and furious little CTF. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7118.jpg[/img]
so thickly that even daylight seemed to be no match for it\'s shadowy appearance. At night it\'s the kind of place you\'d see in your nightmares. Nothing moves except the wind, which whispers an eerie spell that breaks the silence with a haunting hymn. It\'s quiet monstrosity is only matched by it\'s aged beauty. The estate is a relic of time, built in the late 1800s, it stands tall and stable to this day. The intricate gardens that surround the estate were first planted in 1892 by the original owner, Markus Landcaster. Landcaster was a legend in his own time, a hero to human science. He brought to Addien his family. His wife, Edora, and his twin children, Claire and Ambrose. The twin Landcaster children were tragically ill at birth, and stricken with a rare photosentive ailment that supposedly occured in the Landcaster bloodline every 5 or 6 generations. The gardens were built as a safe haven for the children, who slept during much of the day and spent their fun filled youth in the gardens during nightly hours. The site was chosen for it\'s minimal exposer to sunlight, and the children lived with the diasese undamaged for years. It wasn\'t until their teenage years that the children began to show signs of recovery. Though their condition remained for the rest of their lives, it lessened as years past and soon they would venture into the outdoors during the day, fully cloaked of course. Rumors persist that Landcaster was responsible for this drastic recovery, some say he experimented on a cure for years.\" \" The story turns rather grim after that. The twins were always close, they spent every waking moment with one another. Rumor has it that around the age of 15 or 16, the twins began to develope an incestual relationship with one another. One day a doctor was called from a nearby town to go to the Addien estate. News spread in whispers as the towns people heard stories that the daughter, Claire, had given birth to her brother\'s baby, and that the child was horribly deformed. When asked about the matter, the town doctor would shake his head and leave the room. The Landcaster family being less social with the town as years past and eventually became almost entirely shut off from the outside world. Some years past and during the first World War, the son, Ambrose went off to fight for the motherland. During the war, the Landcaster home became a dead shell of a house. The gardens overgrew and nobody ever saw young Claire outside ever again. During the war, Ambrose was killed in action, the news came as a savage blow to Edora, who died of grief some time later. Markus Landcaster, in utter depression over the ordeal, asked his brother Jacob Landcaster to come and stay at the Addien Estate. \" \" Better times followed as Jacob Landcaster\'s family arrived at the Addien estate. Jacob, whose wife died in childbirth, brought his beautiful daughter Rose with him to the estate. Rumors of Rose\'s beauty spread throughout the nearby town, she was said to be as gentle and fair as an angel, with smooth, untouched skin and bright green eyes. She was a soft-hearted beauty of 17, people could see her taking walks in the large gardens at night. Jacob and his daughter stayed at Addien with Markus and the now sickly Claire for many months. While Markus and Rose were rarely seen and Claire not at all, Jacob made regular visits to the town and was a popular figure among the townsfolk. Soon, bitter times came again as Claire, who had grown mortally ill, died. Markus Landcaster was seen at the funeral as a frail older man with gray hair and a sad look in his eyes. Rumors persisted that the mysterious child that was birthed from Claire still lived inside the estate, hidden deep inside where nobody could ever see. The townspeople once again found Addien estate a place of dark secrets as Jacob Landcaster seemed to appear less and less during public events after the funeral. Word had it that old Markus Landcaster was going insane. He died before the year ended and Jacob inherited the estate. Along with his angelic daughter, his stay at Addien was just as mysterous in nature as his late brother\'s.\" \" I arrived at Addien estate in the spring of 1932. My name is Daniel Perry, my father was once close friends with Jacob Landcaster, and on a request by my father\'s old friend, I was sent to Addien to aid Jacob in some revitalization projects he wanted for his Estate. I was younger then, in my late twenties, and when the notion that I would be working on the strange \"cursed\" Addien estate came up, I was more than anxious to go. My travel to the estate took a several days, along the way I heard all the stories and rumors that were surfacing in the area. I heard about the tragic tale of the original caretakers and I heard about the rumored \"Demon Child\" that lived in the cellars. But most importantly I heard of the young daughter Rose, whose beauty was compared to Helen of Troy. Every man in the town would rejoice and die happy if just to glimpse her in the garden. But the Estate was a haunting place at night, so nobody dared venture into the woods. A few brave boys did and reported that they saw her walking along, hooded and cloaked, humming an enchanting song as she moved so delicatly through the darkness. Of course, other stories surfaced that strange goblins roamed the gardens at night. Those stories were considered insane by most, but it was enough to frighten off most people who dared to see for themselves.\" \"When I arrived, the estate was just as I had heard. It truly was a haunting place, eerie and mystifieying. My first encounter with Jacob was pleasant, I remembered the man from my childhood, but the Jacob I saw now was a much older man in his late 60s. He married late in life. I remember my first meeting with Rose as if it were yesterday, the young 17 year old was truly a gift from heaven. Her eyes burned into my mind like emerald embers. She was more beautiful then the rumors had mentioned. She was a quiet and a verbally shy girl, if one dared to look at her in the eyes she would smile gently and reply with a seductive stare. I was given a room in the main level and brought some workers from the north with me. The workers stayed mostly in the outside servant building, which had been built for the original Landcaster family servants. The workers renovated the smaller building which lay on the edge of the forest for the first few weeks as I shared my design plans with Jacob. Jacob was a very pleasant man who seemed very interested in my ideas. We got along quite well and soon work began to bring a more modern touch to the house. The only rules were that none of the workers were allowed to go into the Landcaster garden and the cellers were off limits, held under lock and key. I had no trouble with these rules, but I was very curious as to the why the cellar was sealed off. Jacob wanted the cellar to remain as it was, or so was his answer when I asked him one day. \" \"Work went well for a month, the workers worked during the day and returned to the servant building at night. I ate supper with Jacob and spent much of my days either going over plans with Jacob or swapping stories and experiences with him. Occasionally I would take walks with Rose in the garden. She barely ever spoke, my excuse was that I liked walking in there, but I think she knew that my only interest was spending time with her. She silently teased me, giving me occasional seductive stares under her dark hooded cloak. She was just a girl, but she had me snared like a mighty dragon. I would ask her things, things just to get her to talk so I could hear her delicate voice. I asked her about the original caretakers, Markus\'s family. She didn\'t say much, except that Claire was always in bed. Rose told me Claire would have terrible nightmares and spend nights screaming at the ceiling. Sometimes Claire would think she saw \"something running in the garden\", late at night and they would find her huddled in a ball under her bed. It got so bad that she stopped talking after awhile and would flinch if you shone any light on her, even a candle. Rose then said that Claire died of fright. I told her that I thought she died of the illness, but Rose told me that, \" It is true Claire was sick, but she died of fright\". Apparently one morning she was found dead in an unatural position, her expression twisted and obscene. She had chewed her own tongue off in the night and her heart burst under the stress of intense fear. Rose was quiet for a long time after she revealed that to me, and I didn\'t ask her any more questions after that.\" \"One night I awoke to a freakish sound. It sounded animalistic and it echoed throughout the house for a solid minute before it went dead. I sat up in bed scared out of my mind, I didn\'t know if I had heard the wind or some \"thing\" inside the house. I knew it was inside, whatever it was. I put on my Robe and lit a candle. I followed a faint sound down the hallway, it sounded like a metal rattling sound under the floor or in the walls. As I progressed through the halls, I came to Rose\'s door, her bed was empty. I feared for her safety but did not call out. I didn\'t know what exactly was happening so I continued to follow the sound slowly and stealthily. I made my way downstairs, and the sound got louder, more like a metal clanking. I finally came to the cellar door and stopped dead. Whatever the clanking was, it was coming from downstairs in the cellar. Seeing my chase was averted, I leaned against the door in dismay. But the door was unlocked, and it moved. Someone had unlocked the cellar door and went down there. I thought of Rose down there in the dark, and I reluctantly progressed deeper under the Assein estate. The tunnels under the floor were old, bricks and iron with cobwebs all around. There was a breeze coming down the dark tunnel and it blew my candle out. I paniced in fear but was relieved when a light shone from down the tunnel\'s darkness. I inched furthure along, the clanking getting louder with each step. I came to another staircase. I followed it deeper and heard a new sound along the way. It was a angelic voice, a woman\'s voice. Humming, It was Rose\'s pleasant tune that now filled the darkness. As the singing got louder the clanks died down, as if they were being caused by by someone beating the walls in some sort of agony and now being soothed byRose\'s melody. The singing was close, I became like a shadow that moved silently along the walls. I saw a heavy looking door with orange torch light emitting from a strudy looking metal grate which was on the top of the doorface. I peered through the grate and saw a dim room illuminated by numerous candles along one side of the wall. Large chains were hanging from the ceiling and several were laying on the ground and snaked along the dirt floor, leading into a dark corner of the room. The chains moved slightly, they were attached to someone who was slowly moving around in the large shadow. Rose stood by the candles, she held one in her hand, her hood lowered and her eyes closed. She continued to sing as I watched her. Through her singing I could hear a faint panting coming from the darkness. She stood still and peacful as she hummed, but she also seemed strangely poised....as if ready to jump back incase something jumped from the shadows. I watched her, swimming in her words and forgetting the moving darkness. She stopped after awhile and looked forward into the dark part of the room. I heard her whisper soothingly to something , as if talking to a child. I leaned forward to hear her, I caught a few lines...\" \"...So stop making so much fuss, I know you want me but you know you cannot be allowed out. You remember what you did to Claire? If you get out again, Father will put you away for good. It is unatural how you thirst for me, I am frightened by the very thought. I am going to sleep now.\" \" I heard a mournful moan as she turned toward the door, I sank back into the darkness and slowly but quickly made my way back upstaires and into my room. I heard the soft pat of Rose\'s feet going quietly to her room. The next day I said nothing of the ordeal to her, but she seemed to avoid me for some reason. The workers went on with work as usually, I overheard a few whispering to each other about a \" Demon-like howl\" they heard the night before. I said nothing. That evening, Rose came into my room after supper and told me she wanted to speak with me. She told me she knew I followed her the other night. I tried to protest, but she said I left the cellar door open when I ran back up and had dropped my burnt out candle by the cellar steps. I saw my chance to ask, so I did. I asked her what was down there. She was very quiet and told me it was very important that Jacob not know about her nightly deed. She sat on my bed and told me about Claire and Ambrose\'s baby, I told her I had heard the child was born bizare. She nodded slowly and told me that the man in the cellar was horribly deformed and that he was very much like an animal. She was very nervous as she told me this, I saw her shaking. I put my arm around her but that seemed to make her uncomfortable so I pulled away. She told me it\'s name was Aaron, and he had tormented the house for years with his agonized howls. Aaron apparantly attacked Markus one night and Markus never fully recovered the ordeal, which later led to his death. Then Aaron escaped the cellar one night and attacked Claire as she slept. Aaron, she said, only cared about base instincts. He seemed to smell Claire\'s female scent and not even realizing she was his mother, burst into her room one night and attempted to rape her. Jacob managed to pull Aaron away with fire, which Aaron was afraid of. Any bright light was too much for him to stand since he was always in the darkness. A bright enough light, like sunligt, would cause him to die of shock. Claire never seemed to \"wake up\" from the horror, first her bloody birth to Aaron and then Ambrose and her mother dying, she went crazy Rose said. She kept having the same nightmares and imagined Aaron attacking her always until she died of pure terror. Rose then told me Jacob didn\'t have the heart to kill his brother\'s monsterous grandson, and kept him in the cellar permantly locked up. Aaron apparantly became anxious by Rose\'s presence and would get restless tyring to get from his prison and to her. Rose visited Aaron to soothe him because she was afraid he\'d get all frustrated and break loose and then she\'d suffer the same fate as Claire. Jacob had no knowlage of this, and Rose wanted to keep it that way.\" \" I kept her secret. A month or two passed and things got quieter. Jacob and I got closer, he seemed to really like me, like I was the son he never had. The workers did much work to the interior of the estate, modernizing it with present day electrical wiring and enforced architecture. Generators were added and new lights. Jacob spent most of his time in the library reading Markus\'s text books and other literature. The workers\'s final touch was a greenhouse, for Rose. I had ordered many rare plants for her and she seemed overjoyed when they arrived. The Estate was my first big project, and while the hidden eerieness was always on my back, I shoved it off since I was too wrapped up with my success. I wish I had paid more attention to the cellar. It seemed as if Aaron was getting nervous by all the commotion and Rose was making more and more trips to down to the darkness to ease him. I would follow her sometimes, peering through the grate....just in case Aaron broke loose. \" \"One night there was a terrible storm. The rain was so harsh and the wind so violent that trees swayed back and forth and the house was alive with the sound of the downfall. I stayed up in the Library with Jacob, discussing things as we watched the rain fall and crash. We were interrupted by a loud knock as the front door burst open and many of the workers ran in, all of them soaked and a few drenched in mud. They said a tree had collapsed on the servant building and there were people injured. Me and Jacob prepared ourselves with lanterns and cloaks. I ran to my room as Jacob followed the workers back to the collapsed building. I went through my things and found my medical supplies which I had brought as precautions. Rose was at my door worried, but I told her not to fear and to stay inside. She told me Aaron was screaming and I saw this look of terror on her face. She said she was going to calm him so he didn\'t get scared and hurt himself, or make the workers hear him. I warned her to stay in her room and ran out into the rain. The rushing drops stung my face as I sprinted through the mud. Workers were already being helped out and we took shelter in the remaining side of the building that was still standing. Four men were hurt, but not seriously, we put the lanterns down and the workers lit new ones. I realized we would need blankets so I grabbed one of the tougher workers, Harold, and told him to come with me. We ran back through the rain, I tripped and fell into the mud. Harold helped me up and we progressed. We ran inside and shook the water off. I panted for breath as Harold grabbed my shoulder. I shook him away and said I was fine, and that I just needed a breather. He shook me again and I looked up and followed his gaze. I saw fragments of the cellar door laying all around the main hall. Just as I saw this I heard a woman\'s scream. I shouted for Rose and ran in the direction of the sound. Harold followed me, but I told him to go back and get the others. I ran by Markus\'s old hunting rifle collection case and pushed it over. Grabbing a hunting rifle I clumsily loaded shells as I ran down the hall, I noticed claw marks along the wall as I ran. I dropped many of the shells while I moved wildly, but managed to get a single round into the chamber while I made my mad dash to Rose. I screamed for Rose as I ran into the greenhouse, the floor was wet and I slipped hard on the brown tiles. The glass windows were shattered as if something burst out of them. Rain poured in but through the intense drumming of water droplets I heard a women screaming from the garden. I jumped to me feet and ran back out into the rain and toward Rose\'s cries.. I ran past trees and statues, following a woman\'s shrieks of pain. I shouted and hollered as I ran aimlessly forward. Through the infinite streams of rainfall I came to a clearing, and saw a large creature humped over a stone tile. It was hideous, taller than a man, dark and naked. It\'s skin was soaked with rain and it was all tumorous. As my eyes took that long second to focus on the abomination I was seeing, I saw Rose underneath Aaron, turned onto her belly. Aaron was heaving into her savagly and she screamed as if she was being stuck with a lance. I raised my rifle and fired a shot. In an instant, my muzzel flared and exploded as Aaron\'s shoulder blew open. The creature made this aweful scream that still haunts me to this day. In an instant, Aaron was up and running at me on all fours. I quickly loaded another shell but before I could fire he was on me. I fell on my back as his tremendous weight pinned me down. He swiped at my face and chest, tearing my cloak open. Blinded by blood, I tried to push him off but he was just too strong. I saw him raise his arm above me. At that moment, distant lighting flashed and I could see his talons. The next moment his arm came crashing down and his claws went into my belly. The pain was so intense my eyes tried to jump from my skull. I screamed as he opened his mouth, I stared into rows of jagged teeth. He was half man, half demon. Out of nowhere, workers jumped upon Aaron, knocking him back. I sat up against a stone and clutched my wound. Aaron threw off the workers. One of them, Harold, ran up with an axe. But the creature was too fast, and snapped Harold in half like a twig. The other workers backed away as Aaron continued to bash Harold\'s head onto a stone bench. Jacob was beside me, he was holding a sports pistol. He approached Aaron and fired a single shot. Aaron fell backward and thrashed about on his back. Through the howls and storm, I heard Rose screaming for her father to run. Jacob, distracted by his daughter\'s voice, turned his head. At the same moment, I saw Aaron stand upright. I screamed at Jacob and reached around the mud for my hunting rifle. I felt the cold barrel under the mush. I looked back up and I pulled my hunting rifle to my side as I saw Jacob shooting at Aaron\'s direction. Aaron pounced as the older man backed away. In an instant Aaron locked his jaws around Jacob\'s throat. I shouted and aimed my weapon, but I didn\'t have a clear shot. \" \"I stared right into Aaron\'s eyes. For a moment there was no pain, and no storm. Just his gaze and mine. Jacob stood grappled and helpless as Aaron paused the killing blow. In his eyes I saw it, I saw Aaron\'s rage. All the years locked away in the darkness, he was a hateful freak of nature. I tried to call out but in the next instant Aaron swung back his head and tore Jacob\'s throat out in a huge bloody chunck. A fountain of red shot up from the exposed wound as Jacob\'s limp head fell back. Rose screamed and fainted. I didn\'t realize it at the time, but I was screaming. Aaron dropped Jacob\'s still twitching body aside and came at me. I looked up as Aaron lept into the air and came straight down above me. I gasped, aimed my weapon up and squeezed the trigger. Aaron\'s head exploded in midair as dark warm goo landed on my face, blinding me and going into my mouth. His body fell next to me, silent and instantly inactive. Gagging on gray matter, I vommited as the rain continued to fall. The world shut off around me as I heard the rain fade into nothingness.\" \" The details are still fresh in my mind, even so long after the incidents happened. After Jacob\'s funeral, Rose went back up north. I had to stay in a local hospital, the doctors informed me that I would never walk again. I got used to the wheelchair after awhile, I can probably outrun my old self on these wheels. It turned out the house was left in my name. I heard that Rose was pregnant shortly after the night Aaron escaped, and I knew the bitter truth on who the father was. As I recovered during the following months, I got a letter from Rose that said she was close to giving birth. The letter was rather difficult for me to read, she seemed so terrified. She had recently met a factory owner named Daryl Lynch, and the two were getting married. She feared that Daryl would reject her if the child was deformed. Rose wrote that she didn\'t want it inside her, but she couldn\'t bear to kill it. That was the last I heard from her. Poor girl. I met a friend of hers at a local Brunch a few years ago in the early 70s, the friend told me Rose apparantly gave birth to a mentally and physically malformed daughter. Her husband was an abusive man and was arrested for beating her and the child. Rose left him and her daughter in 1953 and was never heard from by anyone else again. People said Daryl Lynch\'s buisness failed and he put a pistol in his mouth a year later. The daughter was seen by an eyewitness as wandering the yard, dazed and very pregnant, then vanishing into the woods and never seen again either. \" \" I decided to stay at Addien Estate. Over the years I\'ve completely turned the place around, it is rather pretty now, instead of eerie and haunting. I\'m an older man now, the 1980s have begun now and I find myself safe and troublefree in my perfect home. I still have bad dreams about Aaron and the house, but in the morning I know that I\'m safe....\" -Daniel Perry, unfinished autobiography on Addien estate. Mr. Perry was found murdered in his home, case unresolved. Possible connection made from Daryl Lynch to recently escaped Lemarie hospital massacre suspect, Murdock Lynch. No relationship has yet been made.[/quote]
s a castle so it is supposed to be the same I guess since it\'s technicaly one building:) There are little passages here and there, you never really know where you\'ll bump into someone on this level, but it is tons of fun. I think a skybox would be good here... a nice starry one.
remake of CTF-Thorns. I remember about five versions of this map floating around for UT, and now it's on UT2K3. If you have never played this map, the layout may strike you as a bit different. An arena style map, with a small raised walkway along the side, this map is devoid of bases or structures. Gameplay is fast paced, and aside from the large pillar in the center of the map, you have a straight shot at the enemy flag. Textures look great, and the skybox is beautiful. Download this map! rAzOr
side stairs, straight up the middle ramp, etc.. The only thing I noticed was that going up some of the ramps and down some side stairs is that the screen went black as I was moving (I don't know if it was my graphics card or a graphics glitch). If you like those underground/gothic looking maps, this is your map. [b]CaNNoN[/b] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6843.jpg[/img]
carnage. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6218.jpg[/img] Thx [url="http://www.ut2003hq.com"]UT2003HQ[/url]
tournament! ~To be reviewed by the map reviewing staff
good example of a futuristic tech sort of map. I liked the textures, as they were fitting for the environment, and the layout, which was confusing at forst, quickly became easy to navigate, after the first time I got the flag. I liked this map; it has good flow, and is a pretty good ctf map :) -DoomStalker
quite a bit to game play as you can't get the feel for your opponent's base by running around yours, and it helps add some challenge to a match. This can also hurt a map due to poor balance. For example, one team having an unfair advantage because the base is more secure than the other. Some might find that this is the case with this map, while others may learn to take advantage of what they have to work with. The red base is your standard fair, and very easy to defend. The blue base however, may seem poorly built because the flag is sitting out in a wide-open pavilion. This is far from the case, as I found out. The open area in front of the blue base may seem easy to assault, but all that open space serves as a nasty kill zone. Even if you manage to get to the flag intact, you still have a lot of ground to cover before you're home. I had a slight problem with the weapon layout. The weapons of UT2K3 tend to be close to medium range, and aside from the Shock Rifle and the Sniper Rifle, many weapons suffer in accuracy and effectiveness over very long distances. While the Shock Rifle is here in abundance, the Sniper Rifle is only found in one remote location and without ammo. I also would have liked to have seen the 'deemer and Ion Painter make an appearance. There are some small clipping issues, but nothing that will bother the casual eye, and frame rates were solid for a map this size. There are some mystery jump pads that tend to launch you around the map, but they do more harm than good. I would like to close this review covering what I think is this maps strongest point....the sound. The author made incredible use of ambient sound. Howling wind in the passes, tinkling chimes in the temples; it all adds a new level to this map. If you have even a halfway decent sound card and speakers, you will love this map. I hope more mappers start to make better use of ambient sounds, eye candy is not everything. A solid job, and even more so due to it being the author’s first map, give this one a look. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7336.jpg[/img]
new engine technology. Kind of reminds me of the games Kingpin and Rainbow Six Urban Ops rolled into one. Lighting is good in the map, it’s dark where it should be (or expected to be) and not overdone at all. Weapon placement is a little bit confusing at first, but clever nonetheless as it forces you to get into street brawls. If you want the rocket launcher you’ll have to work for it. No big eye candy in this map, but the textures I’m sure are almost all original except for a select few, and the map like I said looks great… most important plays great. Flow on this map rocks, it’s easy to get around and if you like heights you can get on the rooftop of the building in the middle of the map for some good sniping or quickly dropping in on the opposing team. For those who hate to fly, there is an elevator to the top as well. I think the red base does have a little advantage over the blue since it’s more open, but you’ll be too busy to notice. One of the most played maps on a server I frequent; nine out of ten people love this one too. -CVROY
stretching across the map. There are several ways across this canyon, over it, under it, and through the water inside. Thsi map felt to be well balanced, because the setup of the bases was identical on both sides. Both teams had access to all the weapons, and several sniping towers. The flow of this map was very nice, at times fast paced. The flags were not too easily accessable, but just right. The texturing of this map was well done in some places, but in others, it was lacking. The buildings on the map were nicely done, having a old, run down look. The terrain, on the otherhand, looked plain, and was too flat. It would have been nice if the authors of this map had used some real terrian, instead of just a flat plain. The lighting on this map was nice, but also had some room for improvement. The lighting for the red and blue bases were colored appropiately(sp?), but it was a bit plain. The ambiance for this map was okay, but there wasn't any background noise to add to the nighttime sky. Good job, great for a quick round of CTF. -DoomStalker
haven't played Halo, this map is pretty much a straightened S shaped path, with red and blue bases at the opposite ends. Bots play really well on this map. Map player count is recommended. It's fun, but it loses something in the transition. Still though, good CTF map. ~PhilPhoenix
to give it a review and a possible comparison soon, until then, just download this and tell us what you think in our comments section below!
overtook the planet and covered the once beautiful lands in fire and ash. The once grand temples and landscapes are now nothing more than ruins and ash. Due to the rising demand of realistic arenas, The Liandri Corporation decided to turn this dangerous moon into the ultimate entertainment battlefield.~To be reviewed by the map reviewing staff
here[/file]! There is also a [file="6265"]Bombing Run-version[/file] of this map!
reason is for this a long long time ago I had started a ctf map that was for UT1 but I had a system failure and lost a custom texture file in it and the map rendered useless. So this will be ][ and now is the reason why I always embed my stuff right in the map![/quote]Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7081.jpg[/img]
opinions/suggestions below, and post your vote as well!
fun PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6181.jpg[/img]
and the added rain/thunderstorm with the green lighting gives this map a dreary, battlefield feel. Bot play is awesome on this map, not only do they use weapons intelligently, and know how to strafe effectively, they also make intelligent use of the translocator, which is a welcome change. With large teams, this map is great fun, and can become a test of your dodging ability while traversing the field. Definitely rotation worthy. ~PhilPhoenix Be sure to also check out [file="6974"]CTF-Outlook 2003 SE[/file] which is very similar. [img]http://www.gamingfiles.com/screenshots/1/files/6973.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6973bt.jpg[/img]
straight path. Let us know what you think! Many thanks to Chaos7 for the map!
map layout is familiar, but only adds to a great idea. The pillars and center area seem a tad out of place, especially with molten lava flowing into what looks like a cool bay. Maybe a waterfall or a water fountain would fit better. Also, the lava will not kill you. Must be that new "cool" lava I have been hearing about : ) Weapon layout needs some work, as there are 5 superweapon pickup's. That leans towards overkill in a map this size. Other weapons and power-up's are also in abundance, but sometimes too close together. There are also some item spawn points that don't spawn anything. Sadly, frame rates hovered at about 20-25 AvgFPS, this is something that should be looked at by the author. This is a great looking map, and playability is definitely there, but there are a few glitches that need to be worked out for this map to really shine. I would love to see how this map shapes up in future revisions. ~rAzOr~ [img]http://www.gamingfiles.com/screenshots/1/files/7410.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7410at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7410bt.jpg[/img]
all sides, right down to the swimming sharks, albeit the colors are different and the like. Everything looks great and smooth for what its worth. However, as a CTF map, this fails to please. The simple design, plus the fact that the room is so small, makes any match with more then 2 people on either team little more then hold down the fire button while running. It's more suited towards being a Deathmatch map then a CTF map. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7188.jpg[/img]
=== ===================================== Good God! Now this is a map that MUST be on CliffyB ownage! This map is slightly fast-paced while maintaining a stealth approach. You can run through realistic trenches, snipe from well placed towers, that is if you can concentrate your aim on the player, and not be watching the beautiful scenery. The game play is great and the looks are great. Read on. ------------------------------------- Texture Usage: This is amazingly put. I could find NO, I repeat NO texture misalignments. This is a first! Their dynamic, their beautiful and their smooth. Satisfaction Guaranteed! Texture Usage: 10/10* ------------------------------------- Architecture: Like the textures, their dynamic beautiful, and they blend well. However, for some, they may lag (but all you need to do is decrease your world detail and disable foliage). But, the best part, the absolute best part is the fact that you don't get stuck! The creator must of either put alot of thought, or they used alot of NoBlock properties =) The detail is high, and nothing is irrelevant. It looks realistic... REALLY realistic. Overall, it gets what it deserves. Satisfaction Guaranteed! Architecture: 10/10* ------------------------------------- Layout: This layout is fantastic. There is a spawn room that is away from the action so there can't be alot of spawn kills, unless some kill-joy sits in there on purpose. There are trenches and tunnels that connect to both bases that you can use to take a stealth approach. There are sniper towers that you can use to be in the action away from the action. There is definitely team work based aspects in this map. Got to love it. Satisfaction Guaranteed. Layout: 10/10* ------------------------------------- Lighting: Great lighting, unfortunately nothing I thought was astonishing. But, like I said in my last review, less pizzazz means less problems...well I said something like that. Lighting: 9/10 ------------------------------------- Overall: Textures:*10/10 Architecture:*10/10 Layout:*10/10 Lighting: 9/10 Weapon Usage: 9/10 Total: 48/50 48 - OWNAGE! 0-5 Terrible 6-10 Very Poor 11-15 Poor 16-20 Mediocre 21-25 Bad 26-30 So-So 31-35 Okay 36-40 Good 41-45 Fantastic 46-49 Ownage 50-50 Syphir's Ownage --------------------------------------- Finishing Notes: This map is supreme. Download it! This is the first time anyone has ever reached OWNAGE, and was only 2 points away from Syphir's Ownage. Bling bling.
All of these maps are classics in my book and are worth the download, whether or not you\'re a fan of RemoteStrike. For four maps, though, the 37MB download might be a bit much. Be sure and check it out, let us know what you think!
soon! [img]http://www.gamingfiles.com/screenshots/1/files/7180.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7180at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7180bt.jpg[/img]
eachother however you have to "go around the back" to get to the enemy base so unles you have speed combo and do a double jump you can't just get to the enemy base. This map will be good for some fast and furious action, nice job quick and Sh0ck!!! [img]http://www.gamingfiles.com/screenshots/1/files/6340.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6340bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6340ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6340dt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6340et.jpg[/img]
season quickly approaching, I thought it would be a good idea to get it out a little early this year and extend the Xmas cheer a little longer. IMPORTANT NOTE: This map was expressly designed to be run on Low Gravity servers. Many of the verticals are based on the height of the Low-G double-jump. The size of Acid Pipe Xmas is intended to be an offset to the power and very long range of the new Translocator in Low-G. If you run this maps with the bots set to "Adept" or above, they will use all of the Jump Spots and translocate points...and most likely kick your behind in the process.[/quote]Well, how do they say it? Better early then nevr? :D Review coming soon! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7086.jpg[/img]
limit! ;) Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6648.jpg[/img]
copyrighted by Epic Games and Toonces T. Cat and Balefire. They may not be used for any purpose other than game-play without the express consent of the copyright holders. All previous versions of these levels are replaced by the versions in this file. The basic layouts are the same, but countless bugs of varying degree have been corrected and in several cases, the maps have been optimized to improve frame rates whenever possible. All of these levels are fully compliant with UTClassic and with UTSecure. Enjoy! -Toonces T. Cat
only two doorways to the map room which unfortunately are connected by a single corrider, which basically means there is only one route to get the flag. If multiple paths were added, this map would certainly be on the road to ownsville. Collisions need to be set better because I was able to translocate out of the map area and run around outside occasionally falling in the holes in the terrain. Players should not be allowed to leave the playing zone unless there is another way into the flag room from there. Maybe making this map a tad larger would be best, even with 14 players it can get crowded and very frustrating once you have the flag. In it's current state I would not play with more than 8 players tops. I really like this map for what it can be, and it shows that this map author takes mapping seriously. Finish this masterpiece and it will get lots of play time! -CVROY
but its when this map is played with a large group of people that this map really shines. Small details such as cubbyholes, and bigger things like z-axis combat, make this map a map you could play for hours. Seeing two teams working together as teams on this map is something to see. What can I say, a must grab. ~PhilPhoenix To get this map, plus 3 other CTF Maps by the same author in one map pack, [file="6103"]click here[/file]! There is also a [file="6264"]Bombing Run-version[/file] of this map!
here[/file]! There is also a [file="6263"]Bombing Run-version[/file] of this map!
They\'ll follow you off the top of the roof all the way down to the gantry. Sniper points are placed throughout the map Jump spots are every where for bots. They\'ll find you even on the back of the pyramids.
he based it on a Quake map, and it shows, right down to the jump pads and the default"super shock rifle" on the map, which effectively can turn this map into a full on rail whore....errr, Quakey map, he he. The map looks great, lots of different lighting is used on different areas, so you don't feel like your running through stale hallways. The map plays well, with the multitude of paths to take, a large team playing as a team is a must. And the bots play this map very well, albeit, they do get caught up on some jump pads, which almost seem bugged at times, causing you to crush yourself occasionally. However, the larger gripe with this map is not so much the jump pads, as its ultimately Quake design. The flags are both in alcoves in the wall, that either require jumping, or hitting a jump pad to get to them. This can cause un abnormal ability to camp the flags, and really detracts from the fun when people catch on. Design flaw aside, its still a good map thats worth playing. ~PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files/7116.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7116bt.jpg[/img]
pretty plain, but playability really makes up for all that and the textures in this map are nice. Bots kick your arse on this map, they seem to go everywhere a human player does so watch your back. I like the layout, haven\'t seen a map with this type yet- more of a diagonal style, but really servers up a good time. Only seemingly down side to this map is that most of the ammo for weapons are always like 50 ft away, and all weapons are spread out a bit. Might be better to put more weapon ammo next to the corresponding weapons while leaving the already implemented ammo where it is. Grab this, it\'s a keeper! -CVROY
the Flag version of "Decks"! Deck16 is renowned for it's smooth playing layout, and now you get that with this map plus a whole lot more! If you can get on a server with 16 or more people this map is kick ARSE!!! Layout is well done, flowing and pretty roomy most of the way so you have lots of room to turn around and shove a rocket right down your pursuers throught while you carry the flag back to your base. This is a map that is also designed to really encourage team play. I don't know if that was the intent, but it came out like that (whew). No fancy eye candy really, but this is good for this map because it keeps the FPS low and I think the theme of this map is playability... and it accomplishes that:) This author has a history of turning out some of he best maps for Ut2003 so get this one if your a CTF fan. This is a keeper on the old Hard Drive! -CVROY
;-) The only thing not in place is the Bot Paths seeing most people will want to play this map online.[/quote]UT's Facing Worlds in the style of UT2003, very nice! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7119.jpg[/img]
reminds me of a tomb of sorts just a little bigger. All the usual Egypt textures are here. The author did a pretty slick move in this map and that is the spawn points are in rooms off to the side... yeah:) Play it, love it... nice map! -CVROY
mode, but when i came out i found there were not that many weapon spawns about. However, these are only a minor points to a cool map, because the rest is great! ~Szico VII~
multi-level platforms both jumpspots. Team bases are elevated high in the air with jumpspots and movers for monuvering to other platforms. Best game play is encountered while low-grav is activated. This map does have weapons, so those who prefere weapons other than instigib will enjoy.
however it plays quite nicely, go give it a spin! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6378.jpg[/img]
pathing is great, they fight great, and the map looks really good, kind of a limbo-universe-in-a-box type feel, but the size is simply to great for its own good. Even with low grav, it still takes a fort night to get across the map, and then, once you get the flag, its all for naught, because all that open space, basically translates to sniped before you get to far from the base. A well designed map with possibilities, but way to large for its own good. ~PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files_extra/8761thumb.jpg[/img]
description up as soon as possible!
the maker of the map though people might spam with them :D lol, there isnt a lot of the rocket launcher and flank cannon ammo as well. I spent a long time playing this map with some of my mates. Both the BR and CTF of it are very good. The detail and texturing is one of the best on maps I have seen. I recommend you all to download it! :) Onsl4ught
the rawest army vs. army battles. Many new features have since been installed such as the ion cannon available from 2 towers at each base, as well as an external bunker for mowing down incoming enemies. A real fortress, the bunkers offer great protection for defenders, yet slipping out with the flag can be achieved without too much notice
wonderful. This is truly a must have, fun and a beautiful site! As far as changes there\'s been some optimization with bot paths and a few other things, check out the readme for the nitty gritties. My only beef is that I think he should try some texture panning to try and make the texture on the cliff walls a little less skewed, looks kind of goofy, besides that, it\'s awsome!
check it out! [img]http://www.gamingfiles.com/screenshots/1/files/6930.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6930bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6930ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6930dt.jpg[/img]
cell shading! CTF-Cell is a mock of the widely popular cell-shading rendering techniques. Awesome job, to bad it lacks bot paths :( but other than that :thumbsup: [img]http://www.gamingfiles.com/screenshots/1/files/7030.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7030at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7030bt.jpg[/img]
enjoy it as I enjoyed making it. Thank you Jesus for Christmas, Dregs, Clark Kent, Meaness and all who helped beta test. Your input is valuable to me. I hope you have fun! Sincerly.. Indiana... V.E. Inc.[/quote] A cool looking christmas themed map!
fresh fell to it and the author manages to do this without using some cheese based grass texture that I have seen in other maps. The terrain texture in this map really puts the frosting on the cake. I really like the water in this map, looks great against the terrain, looks and moves pretty much like water should... swimming anyone? Bots play the level well and do some pretty good damage to the other opponents. Hell, they even climb up the mountain to kick your butt! Due to the maps detail and textures, anyone with an inferior computer on a server with 10+ might experience FPS drops... if you have a decent rig, you'll have a bast! DL it now you silly bird:) -CVROY
in mapping history, the ghosts of all the Dead Cats past rose from their graves, gathered here, and built these massive halls of stone to honor Hobi-Wan`s redemption from the evil pit of lethargy. For that reason, and as far back as any gamer can remember, they have been known as the Halls of Redemption. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6399.jpg[/img]
giggles and more fun. This map just plain sucks, but it was meant to. Have fun, have some laughs and amuse your firends at a LAN party with the all out badness and mindlessness of this steaming pile. Or use it as a guide on how NOT to build levels. ;) What really tops of the fun is the dry music of dueling banjos described as the theme from Deliverance, although I have no clue what that is :)
SG-1. Really cool eye candy, and you can tell the author has put tons of time and work into this map. You have waving silk draperies, moving flag stands, great semi see through textures... wow! Bots play this map well, and are very sneaky. Keep on the lookout because there are a few out of site places to get around this baby, and people will seem to come out of nowhere. This map plays great with 16 players or under, might be a little taking on machines with low system specs. You really need a good card to play this one... Geforce 3 Ti or better with lots of onborad RAM. This is a must have map just to see what this engine is capable of! -CVROY
multilevel CTF Arena. Lots of jumping and falling :D Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7063.jpg[/img]
all. **Note to map authors: DO NOT put spaces in map names, this make the map impossible for a client to download from a server... this means your map will not get played as much because they can't get it from the servers. Also, any servers that use mapvote will not get to play your map as any map name with spaces get skipped... even if 100% of the server votes for it. -CVROY This Map is a modification of Neoninja's excellent port of UT's Facing Worlds, Facing Worlds 2003.
Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8436.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8436b-t.jpg[/img]
original. The textures , skybox, and even the music is the same. I hope you all injoy it![/quote]Another fine map by Mr. Wolverine! :thumbsup:
and the size, only around 6mb, makes this a worthwhile download. Let us know what you think!
the good stuff. Kickers help you move around, but there were some small problems with them. In some instances, they would not work, so I would just walk off the edge of a platform (splat) and in other cases, they would propel you way too far (again, splat). Bot pathing is non-existent, so look for some human players. Shock-Whores will elate in the easy of blasting poor fools of the edge, I was reminded of Force-Push in JK2 :) ~rAzOr~ Be sure to also check out the [file="6994"]DM version[/file] of this map! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6995.jpg[/img]
originally intended to be a remake of the formentioned map but turned out more gothic so it is GerbilPancakes. Enjoy! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6321.jpg[/img]
very similar. Well just read the readme below for more info :) [img]http://www.gamingfiles.com/screenshots/1/files/6974.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6974bt.jpg[/img]
`KillBait!" Duncombe === ===================================== Now this is a map that is putting this map maker on the railroad to success…sorry, I had to be corny =) This map is based on an abandoned railroad track crossing a flowing river. Three bridges connect the two bases together. It is, like most railroads, an outside map, and uses weather effects, and very realistic water karma effects. Read on. ------------------------------------- Texture Usage: The textures were great. Nothing Was unneeded and everything went So smoothly into each other, and Where smoothness is great means That misalignments are minimal. Satisfaction Guaranteed. Texture Usage: 10/10* ------------------------------------- Architecture: Nothing too special but nothing Lagged. The railroad cars were Realistic and weren’t exaggerated. The river looks awesome, and the Bases are greatly designed. Top-notch. Satisfaction Guaranteed. Architecture: 10/10* ------------------------------------- Layout: Not a disappointment but certainly no Surprise. It’s the very basic, slightly Overused ‘2 base connected by a bridge Over danger’ layout. But what’s wrong with That? Nothing, but since it’s been used so Much I really can’t award this man a perfect 10. It’s great, don’t get me wrong. Layout: 9/10 ------------------------------------- Lighting: Dynamic, realistic, and wonderfully created. Nothing special, but it’s certainly great looking. Lighting: 9/10 ------------------------------------- Overall: Textures:*10/10 Architecture:*10/10 Layout: 9/10 Lighting: 9/10 Weapon Usage: 9/10 Total: 47/50 47 - OWNAGE! 0-5 Terrible 6-10 Very Poor 11-15 Poor 16-20 Mediocre 21-25 Bad 26-30 So-So 31-35 Okay 36-40 Good 41-45 Fantastic 46-49 Ownage 50-50 Syphir's Ownage --------------------------------------- Finishing Notes: This map is absolutely great, and is indeed OWNAGE material. The gameplay is awesome And it looks the same way. Download it, you won’t Be disappointed. And according to the ReadME, this Was the map creator’s first map for UT2003. Without a doubt, the creator has something going For him.
effects enable. If you want to see the tires moving, be sure to set 'Physics Detail' to High. Setting->Details->Physics Detail in the UT2003 menu. More than 1.5 Ghz CPU recommanded with this setting. Enjoy! :beer: Here are some tire shots: [img]http://www.gamingfiles.com/screenshots/1/files_extra/6241at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6241bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6241ct.jpg[/img]
so well. The textures dont give it a polished enough look, and I don\'t like the skybox around the map. It\'s too plain, with a large blackness as seen in the screenshots. Another thing I disliked was the water channel running down the middle of the map. When you are in it, at each end of the river there are just two black areas, again shown in the screenshots. The actual flag bases were very empty, and many places were just large open rooms with little detail, although the weapons were well placed, especially the redeemer. With a few tinkles the map could be great, maybe get a better skybox and fill in the rooms with some detail. I know its a copy of an original UT map, but if you are skilled enough to copy a map like this you should easily be capable of making very good unique maps. However, I always look forward to an update for this one to see what you can do with it. Good Luck! ~Szico VII~
This map is Beautiful. It's smooth and balanced with good weapon placement. Which is a problem in a lot of maps. This person managed to make a map that not only played great, but look even better. This definetely the best map I have ever seen created by anyone outside of Epic. DSK Tweaker ~Highly Recommended
once those are regognized you'll be flossin and flyin all over this beeeoch. Hint: need to go down:) Textures are not anything fancy but more than get the job done since they are not hurting your eyes the second time you play the map. Bots have no trouble getting into your base and grabbing the flag on this one so get ready, they mean business! The hallways near the flag room are really tight with low ceilings, but I think this makes the map better as it is a challenge to get the flag out the front door. If it's too tight for you there is a back door you can just run out of but you have to circle back around eventually and in the mean time you have the whole opposite team on your tail. Great fun on this one! -CVROY
bad gameplay by making it hard to get to the other base but these are big enough that you can make it easily but still keep the action up. The bases are designed to give the flag runner places to hide when he does make it back to his base. The placement of the weapons is also good. It keeps the players from just running straight to the other flag or translocating there. The height of the map and all the textures may make some lowend users lag but not enough to make it unplayable. All in all, this map is very nicely done. DSK_Tweaker
Epic Games and Toonces T. Cat. It may not be used for any purpose other than game-play without the express consent of the copyright holders. All previous versions of this level are replaced by the version in this file. The basic layout is the same, but bugs of varying degree have been corrected and, in several areas, the map has been optimized to improve frame rates whenever possible. This level is fully compliant with UTClassic and with UTSecure.~To be reviewed by the map reviewing staff
stunning piece of work, be sure to vote and post your opinions regarding it, we want to know what you think!
to have it. Fun map. DSK_Tweaker
map, and this creator is one of them. The lighting is superb as well as the weapon placement. The map design and layout is also great. With only a few ways to go, you're bound to be in for some fun no matter what way you go. The size of the map makes room for only a couple of players for better matches. This map is overall a great work of art. DSK Tweaker
for this valley, it had earned the name \" Valley Of The Fallen Corpses \". Now, long since the extinction of these two species, the unsacred land has now been turned into one of the fastest, most fierce CTF battlegrounds known to man today~To be reviewed by the map reviewing staff
been planned that way to make you really work for the flag and have a good and intense play. The overall look of the map isn't anything new but looks very well when combined. Good use of outdoors and indoors too. DSK_Tweaker
translocators, lowgrav, and quadjump. If none of those are on, the game could become slow and tedious work. Great map for snipers with the high mountains of snow and open terrain. The biggest problem would be for the runner if the map is played without lowgrav because the runner would have to go around instead of through the center. Also the map isn't very confrontational with the split walkways in the center. Best if played with 6 to 8 players. DSK_Tweaker
version, just my thoughts. There is a BR version available [file="7201"]over here.[/file] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7200.jpg[/img]
needs some work, so we may see updated versions of this map in the future. ~Ghost Rider
Arena.~To be reviewed by the map reviewing staff
map once and I have no idea how. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7234.jpg[/img]
covered with electrically charged water and one small island. Trying to harness the power of lightning proved to be detrimental to all who worked this facility, but for a person that has the life span of only a few minutes, it does not matter. ~To be reviewed by the map reviewing staff
here[/file]! There is also a [file="6266"]Bombing Run-version[/file] of this map!
with this map. The spawns are screwed cold turkey. Everyone, red and blue team, spawn on reds side, right at the flag. So, I'll leave this review unfinished until an update to this map is submitted. More suited for DM in it's current state. PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7008.jpg[/img]
paths through the middle make for some very intense fights. The background of the map looks beautiful with the stonehenge looking pillars and charred rock textures. The weapon placement is also very great. With some of the weapons hanging off of walls, the placement is great. The loss of the lower floor also means you have to watch your step when jumping to avoid being shot so the battles will be VERY intense. DSK Tweaker
around in while still making the bases small. Very fun map to play.
CTF for some fine fragging fun! They make the best little people maps:)
map is second to none. It\'s got a broken up look to it, like the ground is busted and chunky in areas, and fences are broke. As far as bugs, well, there weren\'t too many, but there\'s a water hole that has a reflection of the ceiling, but it looks more like mercury instead of water, maybe my video settings were just goofy... Besides that, the ambient sounds used are kind of annoying, they\'ll get on your nerves fast, heh. Anyway, check it out, let us know what you think!
really neat to watch as people just slaghter and get slaughtered while trying to get into each other base. Most of the weapons are placed in the area between the bases which I give kudos to the author because this kind of forces you into the action on this on. It's like saying "if you want to have a camp out and sit in your base guess what... you can do it with minimal weapons" Once in the bases it's kind of easy to get and take the flag... but good luck crossing that middle stretch:) Bots on this one like to tend the flag but will make feeble attempts to get the opposite teams flag . -CVROY
other work. Definately worth a look though! Thanks to Alaney1 for yet another map submission! Be sure and cast your vote on this file, let us know what you like or don\'t like! Keep the comments coming!
copyrighted by Epic Games and Toonces T. Cat, Balefire, and Hobi-Wan. They may not be used for any purpose other than game-play without the express consent of the copyright holders. Each map has ten additional weapons built in that are usually not a part of \"Normal Weapons\" game-play. These include: the Helios Rifle, a Colt Peacemaker, an MP5 with Grenade Launcher, a Benneli Shotgun, the Fyrian Cannon, the PIC...or Personal Ion Cannon, Sentinel Deployer...which places either floor or ceiling mounted Sentry Guns much like those from the film Aliens, the Noisy Cricket from Men in Black. and the Sniper Rifle from the original Unreal Tournament...Two of the levels also contain a Super Shock Rifle. There are no known weapon bugs. The weapons alternate with the following keys: 0 = Redeemer, Ion Painter, PIC, Sentinel Deployer 1 = Shield Gun 2 = Assault Rifle 3 = Bio Rifle 4 = Shock Rifle, Super Shock Rifle, Colt Peacemaker 5 = Link Gun 6 = Minigun, Fyrian Cannon, MP5 7 = Flak Cannon, FireChucker, Noisy Cricket 8 = Rocket Launcher, Benneli Shotgun 9 = Lightning Gun, UT99 Sniper Rifle, Helios If you re-bind any of the standard UT2003 weapons to another key the special weapons, as listed above, will also move to the new key binding. IMPORTANT NOTE #1 To ensure full compliance and no version conflict errors, completely remove all files associated with any earlier versions of the weapon mutators. This includes all files that are part of an earlier version of the Wild West mutator: WildWest.int WildWest.u wildwest_sounds.uax wildwestpak__animations.ukx wildwest_staticmeshes.usx WildwestSkins.utx ...and all files that are parts of the Sentinel Beta, Beta2, Beta3, or Beta4 mutators. Any files that need to be updated will be replaced by the .ut2mod installer. There have been numerous changes in the maps. Expect the unexpected and you won\'t be disappointed...:-) IMPORTANT NOTE #2 Several of the CTF maps have secret areas. These areas can be extremely difficult to reach without killing yourself. In two of the maps they are protected by deadly mazes. Make sure that your \"World Detail\" setting is set to at least \"High\" or you will not be able to see the things that can kill you.*** IMPORTANT NOTE #3 In order to use the Dead Cat Map Pack on a UT2003 Server, you will need to add the following lines to their ut2003.ini file in the [Engine.GameEngine] section of the file: [Engine.GameEngine] ServerPackages=WildWest_v101 ServerPackages=FireChucker ServerPackages=SA109 ServerPackages=Sentinel ServerPackages=Fyrian ServerPackages=PIC ServerPackages=MIB ServerPackages=Helios ServerPackages=ZencodersweaponsV17 Enjoy! -Toonces T. Cat
platforms with the uber weapons. The skybox is awesome, which offsets the simplistic look of the rest of the structures. Still, a worthy space map, despite it's blatantly Quakelyness. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8776.jpg[/img]
Very well done and really does his homework. I don't think you'll find anything to complain about with this map. It's not every day a near perfect map comes out, but this is one of those chosen few. Bots play this map excellent too and will most certainly give you a run for your money:) Weapon placement is pretty spread out, but it is very appropriate and makes the map more strategous...(is that a word?) Great map, great fun... and make sure you get CTF-SummerValley if you like this one. -CVROY
of RAM... hee hee. The author has the good weapons in the level so you can go BOOM all you want:) Bot are a little boring on this map as they are very predictable. You can pretty much wait in the bot path and kill'em everytime. Although you won't get away with that with real people playing as there are lots of nice sniping spots and blind spots to travel in. Fine texture usage on the structures, and the skybox is nice too. This is on of my favs, so bring your sunblock and get ready! -CVROY
weapons. The placemant of the weapons worries me though, as it can become rather spammy when everyone has Rockets and Flak cannons. There is alot of ammo placed around the ma, and lots of adrenaline. I like what the author did with the adrenaline; he replaced them with beer! When you reach 100 adrenaline, and you pick up some more, you view also goes all crazy , pitching up and down. Neat trick. The flow on this map is pretty smooth, without many chokepoints.The only complaint I have is that the entrances to the flag rooms are a bit funny, and are blocked by some sort of metal....thing. With this, you cannot see if anyone on the otherside of the door is waiting for you with a flak cannon. With all the weapons laid out in front of you though, it was a tad spammy. The textuing on this map was alrght, but left something to be desired in the variety department. Most of the textures were of the cement variety, nad that gets old. The beer can textures on some of the larger stuff was a bit stretched, and, frankly, looked ugly. Still, its not everyday you have lots of giant beercans scattered everywhere. The lighting in this map was a good, but wasn't anything special. There were a few coronas scattered around the map, The map was well lit, and I liked this. I thought it suited the map, and the illumination just seemed...fitting. This map is a good play, and should be good for a few rounds of CTF. I thought it was unique in the sense that I have never played a map located in a beer factory. Worth a try, at least. -DoomStalker
expect smaller and not so egypt looking. This map has ok gameplay though not the best I've seen. Description by the author: [quote]The seven-year asteroid belt has formed around Earth's upper atmosphere once again. Like a swarm of bloated locusts they swirl high above. This has caused the Earth Government Council (EGC) to order evacuation of all Earth populants to neighboring non-hostile planets and their moons due to the possibility of one or more of the asteroids plummeting to the Earth. Therefore, the Tournament Commission has hastily moved the Tournament competitors to an uncharted "island-asteroid". It is believed that this floating mass was once an intergalactic meeting ground for nomadic religious sects because of the strange monastery-style towers at each end. This island-asteroid and its two towers have proven to be a perfect setting for Tournament CTF matches. So face your enemy and let the games begin![/quote] -=Shuyin=-
author designed them to be played.So having said that. Here are a couple of things that are ESSENTIAL to the gameplay and smooth running of this map 1. The map being a re-vamp retains the size of the original overly big as it was! So I have introduced kickers which are essential to the gameplay and the speed in which you cover the large distant between flags yet still leave areas for the freelancers to roam .the kickers when fully utilized will get you from flag to flag in under 45 seconds! But a couple of factors have to be inplace for them to work 100%. First this map must be played in low gravity!.. I can already hear the groans! Not only for the kickers to work but also to reach all those nice rocky high spots for those snipers out there.Secondly NO TRanslocator\'s with these implace the bots use these and ignore the kickers and acualy slow down your speed agross the map! The kickers are by far the speedier option and great fun to boot.Not to mention you can commit suicide by standing at a kicker! fire a rocket use the kicker and when you land turn around and watch your own death coming towards you! 2.FRAME RATE.. People who have geforce cards will get a huge drop in fps if they use anisotropy filtering. Please Turn this off! the fps will increase significaly with not too much drop in the visuals quality! a good trade off IMO. If you do have to tweak your ingame setting make sure world detail stays at highest setting.the first time I lowered this and some of the statues disappeared I re-installed the game thinking I had messed up the maps LOL! And lastly the PATHING The map was originaly completely pathed including roof areas and all high rockly plaforms for the bots to snipe and drop down into the red flag room through the hole in the roof but this was creating to mutch of a performance hit on rigs lower than a gf3 so had to remove them.But this does not effect the general play.And I have left some weapons and powerful pick-ups in these areas for online play.One last thing I should mention had to lower the number of max players from 16 to 12 for the sake of smooth gameplay ..8-12 players may seem very low for such a huge map .But with the kickers the map plays much smaller and is always fast and frantic! Sorry for such a long read me I hope you will enjoy this map! As much as I enjoyed making it.. Michael roberson
textures for the box around the map and the huge staticmeshes, but it's as smooth as butter. Duplicate layouts for the bases, and a nice hellish hue all around, simple mappage but has that little eyecandy thrown in with the huge bones that are actually placed in the map for a purpose other than just look at. Bots are very predictible on this map, always following the same path and marching to their death. I think this map could use a bit more weapons and ammo on it... but that's probably because I like guns:) Also, it can be confusing if your jumping around too much because both base sides are colored the same except for the flags/banners. Map runs great and fun to play. -CVROY
the wide open middle area. With the layout of the map aside, The map itself was made for Instagib so the weapon placement isn't anything spectacular but the creator noted that in the readme, so I won't yell. The other aspects of the map are great. The balance between the two bases is perfect and the textures are always very nice looking and well used. The ground outside is rough, but smooth enough to not get in your way. The size of the map is perfect for those really intense matches with friends. The only thing I can really dislike is that it's meant for Instagib (which isn't bad). Which means that if you are an all weapons player, this map is going to be a lot tougher. DSK Tweaker
food which was there.
50,000 polygones in those rooms a good PC (1.4 ghz+ and Geforce 4) should render those rooms fairly well. Even tho it seem to run fine on my roommate PC (900mhz Geforce 2 Mx440).[/quote]Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7577.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/7815athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7815bthumb.jpg[/img] This is the author's first work, and I have to say I was impressed. This map sports a very simple layout and design that incorporates many parts of other maps I have seen in the past. Very linear in nature, and without much flourish, the author none-the-less manages to make a very fun map to play. The two bases are fenced off areas containing teleporters and weapons, and are connected by a series of walk-ways. There are some areas that could use some work. All weapons spawn in each base instead of being spread around the map, and there is a weapon spawn point that is empty (the link gun in the red base). The upper and lower walkways need to be balanced off some. The upper path is narrow, gives no room to maneuver, and only offers adrenalin and health. The lower path is wider, has rails to prevent falling, and three armor pick-up's to boot. The spiral staircases in each base tend to kill the feel of the map. Lifts would look better, and may add to game flow by allowing access to the top path via a lift jump. The map needs some work, but it is still great to play. I see quite a bit of potential here for a very solid CTF level. ~rAzOr~
was waged within its walls between two rival guilds. Since then those who enter the Keep are overwhelmed with feelings of hostility and cannot keep from attacking those they may encounter. Needless to say the Keep was abandoned. While retaining its beauty and grandness of days gone by, a sinister presence holds the Keep in its clutches. Echos of that battle can be heard wispered in its halls still today.
"anti-flag carrier" protection. Just bump into it, and watch the opponent get crushed. This is a great map to add to your arsonal. Bots are all well configed, so if you want to play instant action with it, you will have just as much fun. Be on the look out for a secret in the underground sewer pipes. Hehehe. Enjoy! [/quote]Map seems a little bare and basic, but good fun none the less.
the desecration brought by the Tournament.~To be reviewed by the map reviewing staff
so brutal, the great pharoh Horus could not stomache it. He could not destroy it, only hide it. And so he did, at the cost of his own life. 200 thousand years later, Syphir himself found the great fighting arena, and put it back to it\'s original purpose: to steal as many lives as possible.
accessing an enemy\'s base. Awsome map Syphir, keep up the great work!
tower. Yay! Enjoy! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7121.jpg[/img]
survivors still alive whom worked there. One day, Syphir (the new leader of the Unreal Tournament) heard of this, and searched for weeks for it\'s location. Eventually he did, and rigged it proper for the Unreal Tournament.
~To be reviewed by the map reviewing staff
Epic Games and Toonces T. Cat. It may not be used for any purpose other than game-play without the express consent of the copyright holders. CTF-(SW) Parallel Worlds][ is a direct replacement for the existing Special Weapons version. All previous versions of this level are replaced by the version in this file. The basic layout is the same, but bugs of varying degree have been corrected and, in several areas, the map has been optimized to improve frame rates whenever possible.
designed with fun in mind. Although the map doesn't look great and could have been taken down in height a bit to save some low end users a few frames, it plays very excellent. The balance is very nice making each side completely equal. The coloring of each base could have been improved just to remind you of what base you were in, but other than those few complaints, I think this is a great map. The weapon placement is even very thought out and well placed. Making the game fun getting weapons by not just putting them in your way or completely out of the way. DSK_Tweaker
description up as soon as possible!
flag. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6764.jpg[/img]
I've had since the days of Quake 2. Basically it's just a very long verticle tube with bases put at equal distances from each other. Smaller tubes on the outside contain teleporters and lifts for getting around. I've thought of doing this as both a skyscraper and an ancient castle but finally I settled for the hightech space-station like design it is now.[/quote][img]http://www.gamingfiles.com/screenshots/1/files_extra/8747thumb.jpg[/img]
of the map. Also in the middle of the map is ramps on either side of the map which leads up to a walkway which leads to the other teams Flag area. I liked this map, but there were no weapon spawn, only power-ups and adrenaline. Good map other than that.... CaNNoN
fall and other special effects will be added! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7075.jpg[/img]
between is a structure with two platforms for monuvering. Overall its a good balance of fighting logic and eye candy.
single larger tower in the middle. There are many jump pads to get from platform to platform, and the routes to get across the towers are located going through the middle tower. The flow of this map is very smooth, and the bots faired pretty well in this map. The gameplay was very fun, and there's plenty of pace for two teams of 6 or more. The placement of weapons was well though out. All teams had easy access to the lightning rifle, which was an essential in this map, because of the sheer size, which lent itself to playing sniper. There were some powerups in this map, but I felt that it could have used more adrenaline, and some double-damage. This map looks very nice, and has a damp, city feeling to it, which is what I think the map maker was aiming for. The map has a nice rain effect, and a gray fog, and several bulliton boards on top of the buildings, strengthning the look of a city. The buildings use the same textures as those in Skyline and Plunge, and they still look good. My only beef is that the area below the towers looks funny, becasue of the combination of the skybox and the fog. But, meh. That's not real important. Very nice map, worth the download. -DoomStalker
subsequent integration of the plasma fields into the night sky above Earth, the Corona research facility was requisitioned for use in Liandri CTF leagues. To be reviewed....
and as I did this, I became inspired to expand the map and complete it as I initially envisioned.
walls too. Some of the lighting, like in the lower link area, could have been darkened a bit. Also the entry points to the bases are situated on one side. Making it very difficult and fun to get in the opponents base. I felt the weapon placement was akward and made you go out of your way to get weapons without really making you work to get them. I would recommend playing this map with 6-10 players and no mutators. You'll have enough fun without them. DSK_Tweaker
against the desecration brought by the Tournament.[/quote]
complete, I created the common courtyard between bases where it took on a new form/direction. It was then I abandoned the lower sections and focused solely upon making the Courtyard to central theme of the map.~To be reviewed by the map reviewing staff
could do in that amount of time. This is the result. I probably spent another 30 minutes or so with last minute tweaking and testing, but overall this was made in one afternoon. It's very flat and linear, but could be fun with a lot of players. Botplay is simple, and capturing is hard for them, but they do snipe and are pretty tough. I wasn't even sure if I was going to release this, but with all the basic, average maps out there these days, one more can't hurt, and I figure for 4 hours work, it isn't bad. At least it got me working on finishing my other map again. Oh yeah, this map can hold 16 players, but there are 20 player starts in total. Any feedback is appreciated. [/quote]
This map was built for online gameplay. Title : Atomic Islands (CTF) Version : 1 Release Date : 02/9/01 Filename : CTF-atomic_islands.unr Author : Charles \"Demon_Lord\" Yakish Email Address : firstname.lastname@example.org Web Page http://www.utjunkie.com ================================================================ --- Play Information --- Game : Unreal Tournament Level Name : Atomic Islands Game Type : CTF Single Player : yes Multiplayer : yes New Sounds : No New Graphics : No
deep caverns and dark ravines perfect for mining Adamantium ore, they also provide the perfect proving ground for the spectacle know as Bombing Run. But don\'t worry, it\'s \"No Contest\" really. There are no winners, only losers! And they\'re dead. A terrain ctf map with a bit of a twist. First of all it is NOT mirrored. There are 3 paths to the blue base, but only 2 to the redbase. Also the teams do NOT spawn at they\'re respective bases. Instead they spawn away from them. To help balance this \"remote spawning\" there are teleporters \"near\" the spawns that take you \"close\" to the respective bases. There are also teleporters near the bases that take you to the roof of each base where you\'ll find different types of sniper paraphernalia(which means you do NOT need a translocator to be an effective player). Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7078.jpg[/img]
have to get used to it. Bots play the map pretty good too, but can get stuck in the water running through the middle of the level. There is a room under the stairs that's accessed through a really narrow passage and I was able to get stuck in there with two other players so look out:) This author seems to have built this map for playability, which it has lots of. Lots of gibs on this one... but we like that:)
players (or more). The detail in this map is just superb (none of that clutterly stuff that you get caught on) which includes cable cars that can be ridden, boats that actually bob and weave on the small pond, and then at the end of the day, go and grab a burger from the Snack Shack, and play those old time classic games at Video Dreams. A must have, get it now!
occupants by the NEG, who later abandoned the idea of its use as an ion defence post due to soldiers being pummeled down-stream. Soon after a Liandri scout recognised potential for the land. Two months later and the arena claims more lives than death himself.[/quote]
the walkways or walls. I'm not sure if it's the map or me, but I couldn't play it. BUT from I could see from it, the maps looks like loads of fun. DSK Tweaker
fan! Many thanks to Alaney1 for the new map! Let us know what you think, be sure and vote and to also post your opinions regarding the map, we appreciate the feedback!
don\'t forget to watch out for your enemies!
better by putting the weaker weapons in the houses and the others outside. I also found a spot in the wall where you could fall through and get lost very easily in. With that aside, this map is a great outdoors map. DSK_Tweaker
with toys... oh well.Enjoy fragging in this one (:
in the hole. Neat ragdoll effects too.~To be reviewed by the map reviewing staff
to you "Slaughterhouse CTF Version". Really tight map! Plays well and looks great. Anyone who plays BR will instantly recognize this one. The layout is flowing and pretty open once you leave the bases, other than that, inside red and blue bases can be a little tight. I did find it weird that there is three ways to get into the flagroom, but you pretty much have only two ways to get out. Both of which is a little tight and a little inconvenient. Bots will kick your butt on this map:) No real major eyecandy... unless you like big raw hanging bloody meat... mmmmmm yummy. Textures are drab in the flag room, oh well. This map is certainly not suited for more than 16 players, anything more than that would be utter chaos. -CVROY
touch it up a bit, nice map, still, but it really needs bot support. Check it out and throw your two cents in.
all? Bot paths! The map has gone through a number of cosmetic changes to make it look better. Plant meshes had their collisions shut off to make gameplay a little smoother. The wildcard pickup base in the center has been replaced with a shield. More weapons, including the Ion Painter. And music, the map now plays Teahouse from The Matrix Reloaded. The downside to the music is that it\'s not in Ogg format, meaning it\'ll probably play in conjunction with whatever music you already have playing, this is a bad thing, needs an Ogg file for the music, don\'t use Wavs anymore. Anyway, check it out, let us know what you think!
look like ice to me. Has plenty of your standard weapon and power-ups and you can "warp" over to another island and pick up the hand ol' redeemer. Overall, not a bad map, could use a little more work though, just my opinion, but it's a playable map. CaNNoN
fun if you liked tricky fast-paced maps!
aspect is ok with good but slight chances if the other team keeps a man in their own base.
weapons. The bases themselves could be made a little bit bigger, but with the two different entryways there, it works well. Great map for close head to head combat if you like to be surprised with a rocket everytime you walk around a corner. DSK_Tweaker
for splatting others to a pulp. Won\'t be too easy to get the flags, team work is a must on this level.
items. The weapon placement could have been improved by adding more weapons in the large areas where there is a lot of action. You might also need a few more players than usual to control and defend areas. The secret passageways are also the fastest means of travel to each base so expect lots of fun and high points with map.
: Unreal Tournament Level Name : ((frequency)) Game Type : CTF Single Player : yes Multiplayer : yes New Sounds : No New Graphics : No Known Bugs : The bots use the translocators pretty good. But they also use ones that I don\'t want them to. I tried to fix them. But could not. But other than that should run pretty well. If I find a cure I will release a version 2 with fixes. I also thought it mite be a good DOM map.
alternative attack points for the bots.
unauthorized personel, it makes the perfect arena for the tournament. Recommended number of players is 8, bot support included.
supposed to do most of the battling. There\'s the base with the flags in them on either side. The red and blue side are exactly the same except instead of blue there\'s red and vise versa. In the flag rooms you can find many nifty little things such as rocket launchers and tons of health and shields. There\'s 3 ways in/out of the flag rooms so make sure you have them all guarded =). In the main room there\'s a tower for each team, the red and the blue. There\'s nothing much up there so I suppose it\'s to be used for sniping. I went up there and found that the windows were kind of small for seeing out of but hey...who am I to judge. There are some fixed bugs from the original CTF-Celticlair which are \"Fixed reported Zone issue found on some Dedicated servers.\" , \"Added Jump Boots and tweaked the lighting..\", and \"Renamed map from CTF-TH-CelticLair to CTF-CelticLair.\" The author says this will be the final release providing there aren\'t any major bugs.
Shock Rifle. After defeating the alien menace, NovaBurst could not control the slime the alien had left in its rage. He called upon his friend MegaMix, who was a very skilled British builder. NovaBurst had him incase the slime within a state of the art battle arena. This arena would be used to train his clan, ShockProof. This is the arena! Map Builder Megamix. Map Idea NovaBurst.
theme is of course related to The Matrix. Ideal player load is 10-16 and was tested as such. No lag or zoning issues are present. Bot paths are not in yet so this is really only a challenge in a full live server. Pick ups are also not present as it was designed for Low Grav Instagib. Everything will fall into place in upcoming beta\'s LOL! :)
not supply a readme with this file:(
said \'God created Arrakis to train the faithful\'. Rubbish! \'God created Arrakis to train for the Tournament!\' Because of intense daytime temperatures, all matches on Dune are held at night. For the victors, a safe flight back to spaceport. For the losers, the same fate as the Old Man of the Desert, Shai-Hulud...
alternative attack points for the bots.
overtook the planet and covered the once beautiful lands in fire and ash. The once grand temples and landscapes are now nothing more than ruins and ash. Due to the rising demand of realistic arenas, The Liandri Corporation decided to turn this dangerous moon into the ultimate entertainment battlefield.
some just seemed to be in the middle of the road for no apparent reason, but I'm sure it will get fixed in the final version. Great job, cant wait for the next version! A great thing which would expand this map would be the ability to get on top of the buildings, perhaps add some snipers. that would be cool! GOOD LUCK. ~Szico VII~
this map went a bit to far :P lol. Pick ups are relitivly easy to find and are scattered round at certain parts of the map. I give it 6/10 mostly for the Egyptian design as i am a big fan of it in ut2003 :). Download if you want! Onsl4ught
http://www.unrealplayground.com/mapper.php?id=20 Release Date: Monday, September 15, 2003 Last Update: Monday, September 15, 2003 Version: 1.00 Play Information ---------------- Game: Unreal Tournament Level Name: CTF-Metis Game Type: UT-CTF Botmatch: Yes Single Player: No Teamplay: Yes Difficulty Settings: Only For Bots New Textures: None New Sounds: No New Music: No New Mutators: No Mods: No
Juan Pancho `XceptOne` Eekels. Capture The Flag and Revision By DaveM.
through there :)
The Syphir Mappage Experience Version 2.0 ReadMe Template : Version 2.0 ReadMe Size : n/a ReadMe Date : n/a This Readme was created using 800x600 resolution, by Syphir. You can email me at email@example.com. I'd love to hear your thoughts about
Game: Unreal Tournament Title: Anfractuous Game Type: Capture The Flag Author: Scourgem Players: 816 Botmatch: Yes MAP DESCRIPTION A CTF map built for the Unreal Playground [www.unrealplayground.com] BUGS Couple BSP errors. CREDITS Thanks
kinda guy I am simple and I like simple maps. I found myself scooting around pretty quickly with the translocator (I hate that it drops the flag when you use it, but that would unbalance the game severely). Like he said, the bots tend to get too happy or into trouble with the translocator on this map. There are alternate routes one can use to get around, but I'll leave you to discover them for yourself. Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7690.jpg[/img]