Unreal Tournament 2004
friendly. Play on!
it. With mutliple routes around the island you might have a chance to get the flag. The waters around the island have a strong enough undertow and riptide that anything that goes into the water will not be coming out. It is rumored that the UDOGZ clan has re-surfaced on the island.... \" -Author This map features minigun turrets. YAY!. (>^_^)>
seas. The chunks of land that remained suffered a harsh frozen climate, barely able to sustain humans. The few survivors of the war battled over what land remained. Welcome to the new continent of Arctika... A strong environmental goal with realistic terrain and plenty of atmosphere. Part of the design goal in this map was to create a lot of custom futuristic staticmeshes for the team bases to give them a fresh new look. - plenty of custom scripts, sounds, staticmeshes, and textures - many custom designed and developed staticmeshes - realistic high resolution terrain with multiple textures - custom in-house developed software was used in making the terrain - plenty of shader textures - custom scripted audio effects - emitter objects
the map anyways. (>^_^)>
out the little tricks:)
straight run of the flag most dangerous and one of the crew said that only juggernauts could make a run from end to end.\" -Author. This map is amazing! Just watch out for those auto turrets becuase theyll attack both teams! (>^_^)>
landscape of the board. It's based off of the architecture of my SinkPack, previously released which you can get from winkyboy.com, but adds new staticmeshes, textures, and a wide assortment of other things. Especially interesting is the use of GoodKarma, allowed and created by DaJMasta, allowing players to grab key stationary objects and wield them as weapons against other players (The gigantic razorblade is especially deadly!). Also featuring custom vehicles at the permission of their creators, the variety in this map makes it so that you'll never be able to guess the opposing team's next strategy.
update/remake of an old map ported to 2k4 and re-arranged to fit bigger game play along with a new look. It is 4.72mb and has excellent bot support.
this map as fast as I relized that it was possible to make Vehicle Capture the Flag maps and as I haven\'t seen any good VCTF maps so far(Even though I might have missed those good maps) During the making of this map I learned many things about the editor and game, for example I learned how to create good looking fog effects and terrain. I also know that a \"plain\" skybox won\'t look as tidy you might think. Recomended players in single player are 1 player and 13 bots(14 competers) and recomended players for multiplayer game is 12 players. This map is not meant to be a battlefield, therefore I\'ve placed only a minor number of vehicles in the map, also I haven\'t used any \"heavy\" vehicles. Sorry to all ONS fans, but this is an VCTF map!\" -Author This map is ok. (>^_^)>
since it wont kill you. (>^_^)>
sides over what remains
structure known as a BSP tree.
dangerous. All citizens are to remain indoors until the situation improves. This medium sized maps theme is based off of the ONS-Urban map as well as some of my earlier VCTF maps (Agressive Alleys and No Parking). Like most Hobi-Wan maps it remains simple in layout. It has multiple routes to the flag and plays on two levels(streets and subway) Flag rooms are simple, yet have multiple entrances and exits to keep defenders on their toes.
like to thank Arcadia Vincennes for the custom made UCMP logo mesh.... but you have to find that on your own.
to the island... Battle for the opposing team flag on a massive post-nuclear island. The only things to survive this final war are the few battling humanoids, insects, styrofoam, and disco music by the BeeGees...
located. ==================================================================================== Author\'s Notes -------------- Second Edition of my VCTF-BeforeTheStorm map. Made many improvements to gameplay such as: Reduced particles, reduced decolayers, brought the fog in closer, added jumppads, added bridges, added more goodies, bots now work perfectly....have fun getting the flag from them...if you can, and a bunch of other little things.
tank and a new custom vehicle made by me, InfinityRising. Added two more bunkers. Added painter. Fixed a bridge. Thanks and have fun with the new vehicle.
pillboxes, bunkers and guard towers
regularly play each other and appreciate a bit of teamwork, but it\'s also perfectly suitable for pub-play too.
that the power of the priests is so great that even a captive\'s death can not break their bond of servitude.
scorpions at each tunnel, and they will kill anyone that tries to get though. I don\'t know why, but this map caused some FPS issues on my comp. It could have just been the new Nvidia drivers, I am not sure. I do enjoy this map, provides some fast pased fun.
in bases. - Remplaced Paladin From scorpion inside garages. - Changed lightmap for better lightning detail. - Added a new ladder to jump, next another minigun turret - Fixed the box hole next to the flag , so you won\'t get stuck in there anymore.
cave ceiling as well as the civilization itself. The canyon seems calm and peaceful at first glance, but the murderous river is willing to tell it\'s dark story, more than once again...
bridges that can be camped to stop all the enemies from capturing your flag. The bases are built on platforms that form a pyramid. This pyramid does not have walls, so it is easy to traverse and guard from enemies. Vehicles will also be there to help you slang the enemy flag and get back out quickly. Throughout the map, the view is amazing! Seeing the Earth from such a high view makes any player enjoy this map just a little more.
Vehicles for this game type. BOTs do not use Vehicles as good as I would like. I think its a limitation in the VCTF game type.(Or just that I am too stupid to figure it out) \" -Author A dark level with a snake-like shape. (>^_^)>
error, give the map a couple more tried because this happened to me once, then I tried again then it magically worked. I made the small watch towers with 3d\'s max so you can scout out those flag... stealer... People. Well have fun! [/quote]
Name : VCTF Twilight -NO SPACE FIGHTERS *** same as VCTF WGS Twilight except space fighters removed and more ground vehicles added in. Original Map Author : Kyle 'Dace' Brunette Email Address : firstname.lastname@example.org (comments welcome) Website: www.unreal.co.za/dacemaps/ (DaceMaps: Maps & Tutorials for UT2003|4) Redux map author: CVROY Website: http://wgs.ut2003files.com Game Type : VCTF Players : 10 - 18 Known bugs : None Music: pressurezone.ogg Pre-release for Pariah ----------------------------------------------------------------------------- Map Description : Twilight is Egyptian in theme, with Egyptian style bases, massive statues and plenty of desert. (forgive the bad pun) ****This map was converted with permission from the Original author.****
columbines; - there’s rue for you; and here’s some for me: O, you must wear your rue with a difference. – There’s a daisy: I would give you some violets; but they withered all when my father died. - They say, he made a good end.
and find it.I took the concept from Halo2 Ascencion but made it a lot different.
with nearly all of the cool vehicles. Plenty of room for 8 players or more. The bots know their way around this map well, making this map a lot of fun even played in instant action. Nice job! ~Relic
their way to the flag, then using Hellbenders to make their escape. Base defenders should expect attacks to come from all directions, and snipers can use the high walkways to their advantage. In this Special Edition version the Ion tanks have been replaced by the Paladin. Also many other changes made across the map to improve and balance the gameplay. [/quote] Nice looking map, gave me some fps issues, despite it\'s medium size.
intense ground warfare. Impressive map. Relic Set your face against the elements and your enemies... A large outdoor VCTF map, inspired by the classic Facing Worlds layout.
a vehicle or on foot. Some highlights: * viewports off each team\'s base, showing a view of space and the outside landscape * a crack in the ceiling that drips water down into a pool that has formed on the terrain * each team\'s base has screens showing the front entrance of each base.
look the part, and though the few building interiors are light on the aesthetics (to put it politely) they also fit in well enough. The layout is fair enough for what you'd expect in a CTF/VCTF map, mostly symmetrical layouts linked by the centerpoint. The subway tunnels with the crater breaking to open ground halfway across was an interesting play on the old trope of CTF maps having convenient unsecured passages into each base, and for the defensive player these passages are likely the best place to set up shop as the above ground route is too open to reach the flag without having to shoot through the entire team. On the other hand there are a few issues which mean it doesn't feel as good to play, at least as far as this gamer's concerned. The first flaw is almost immediately noticeable - the spawnpoints are in each team's sniper nest overlooking the flag, however since exiting requires jumping down a long shaft there's no way to leave without losing most of your HP. So quite likely the map will result in one-hit kills and races for the health pickups. Another concern is the major mismatch in vehicle distributions. The red team have a Hellbender and SPMA right in their base, and three more Hellbenders and a Goliath in a parking lot nearby. The only vehicles available for the blue team are three Scorpions stashed in the same parking lot as the red's Goliath. Ouch. However as a flipside each team also has a passage with a big keg o'health, and while the red team's is blocked off by an invisible wall, the blues can use theirs as a shortcut to capitalize on their speed (provided they could get a Scorpion to safety to begin with). I still can't help but feel that this map was engineered so that the blue team had no chance of victory, but who knows. On the whole it's a nice, pretty well-built map that's kind of let down by the balancing issues, so for that reason I can't see it getting much online usage, and it's useless for botmatch since the blue team bots appear to have no routing data whereas the red bots do. On the other hand if you like winning hopeless battles the blue team may be the place for you in this map. ~Mikouen
Some small visual updates too. This is the second edition of my first VCTF map. Nothing fancy, but it has good intense game play and looks solid. The layout is loosely based on another map with a similar name *cough*, but it\'s built from scratch with a totally different theme and a lot of different features.
to the other, the staircase on the side of each building, and the lower gate entrances.
New Graphics: No - New Music: No - New StaticMeshes: No