Unreal Tournament 2003
- Official Releases
- Scripts and Binds
- Tricks and Skills Movies
movies of gameplay, and manually determine the average framerate between two points. [b]SOURCE:[/b] [url=http://www.ut2003news.com]UT 2003 News[/url]
section of your user.ini file: PlacedCharacterName="aname" where aname can be "Gorge" (the default), "Sapphire", "Malcolm". "Mokara", "Rapier", "Brutalis", or "Roc" - fixed no instigator bug with goop and grenades if killer was blown up before making kill. - added new mutator "DelayedSpawn". This mutator delays the initial spawning of superweapons and super powerups (like UDamage, superhealth, and supershield) - fixed sporadic problem with giving assist credit to players not involved in flag capture in CTF - fixed sporadic problem with pawns not animating on clients - Fix adding in an extra bot when you've chosen custom bots and are spectating. - custom bots stay on the teams they were put on, and ignore team balancing in standalone games. - The player who changes the color of the DDOM point scores the 5 points, not the last player. - fixed bug where could sometimes translocate into static meshes - spectators can only chat with spectators if bPartitionSpectators config option is true. This option is false by default, and can be made true by adding bPartitionSpectators=true to the [Engine.BroadCastHandler] section of your UT2003.ini file. - support for new brighter teamskins (set by bright skins option in the Game Rules tab). You must have BrightSkins patch downloaded for this to work. (brightskins is client-side only) - fixed displaying name of player who returned flag in flag return message - announce name of scorer in bombing run - "use map bot count" always adds at least 3 bots for team games - no time limits in LMS or Invasion - fixed joining LMS server as spectator after match has started not limited to only spectator slots - added configurable GameInfo property LateEntryLives. Defaults to 1. This is how many lives another player can have lost and you can still join, for a maxlives game like LastManStanding. - fixed IronDeity shield spawning - fixed CTF-DoubleDammage camouflage mesh - fixed weapon throwing on listen server clients - projectiles can affect dead bodies in net games - improved scoreboard support for long names - server side control for turning off weapon viewshake by adding the following line to the [engine.gameinfo] section of your UT2003.ini file: bWeaponShouldViewShake=false - new configurable property to prevent shield stacking of small shields. To disable shieldstacking, add the following line to the [UnrealGame.DeathMatch] section of your UT2003.ini file: bNeverShieldStack=true - zoom supershockrifle firing through multiple people now configurable (true by default). To change, add the following lines to your UT2003.ini (server side): [XWeapons.ZoomSuperShockBeamFire] bAllowMultiHit=false - no superweapons in mutant - fixed auto-slope. Since this wasn't functioning before, you may have it turned on accidentally. - added configurable property to control screen flash brightness, with values between 0 and 1 (1 is the default). To modify this property, add the following line to the [Engine.PlayerController] section of your user.ini file. ScreenFlashScaling=+1.0 - added new mutator "UTClassic" ,with its own server browser icon. Modifies the weapons to feel more like the original UT's weapons: All weapons do more damage. Slower weapon switching. Shieldgun charges faster, slightly longer range, less self damage for impact jumping Minigun firing modes switched, no lockdown effect Shockrifle regular fire slower, does more damage. Combos take less ammo. Slowed down rocket firing rate. Sniper rifle faster firing, no secondary hit damage. Bio charged up damage relatively lower (countered general weapon damage increase). Flak alt fires up a little more. Translauncher more ammo, recharges faster, transbeacon fired up more FOV and eyeheight adjusted - added configurable properties to UTClassic to control double jumping. These are all enabled by default. To disable, add the following section to your UT2003.ini file: [UTClassic.MutUTClassic] bCanDoubleJump=true bCanWallDodge=true bCanDodgeDoubleJump=true Setting bCanDoubleJump to false turns off all double jumping. Setting b CanWallDodge=false turns off wall dodging. Setting b CanDodgeDoubleJump=false turns off doublejumping after dodging. Weapons - added option for visible centered weapons. - added option to have smaller first person weapons. Off by default. This option is found in the Settings|Player menu, or can be changed in the user.ini by adding bSmallWeapons=true to the [Engine.PlayerController] section. - fixed inaccurate replication of remaining translocator charge, causing players not to be able to fire when they seemed to still have charge - all projectiles and shock beam centered with hidden weapons - fixed shieldgun autofire misfires - added more weapon not firing debugging. If your weapon stops firing, type getweaponstats at the console. Then, continue trying to fire your weapon, so more stats can be gotten. Both client and server must be upgraded to this patch. - fixed shield gun fire effect when weapon hidden. - fixed transbeacon leaving flare behind when crushed by mover. - telefragging always gibs. - ion painter warms up a little faster - added configurable property to have translocator aim up more like original UT. This client-side option can be enabled by adding the following line to the [xGame.xPlayer] section of your user.ini file: bClassicTrans=true - fixed lightning gun muzzleflash positioning in third person - improved redeemer guiding - sniper rifle zoomed visible area expanded - custom weapon crosshairs: You can specify custom crosshairs and crosshair colors for each weapon. To do this, add the following lines to the appropriate weapon section in your User.ini file: CustomCrosshair=7 CustomCrosshairColor=(R=255,G=255,B=255,A=255) CustomCrosshairScale=1.0 where CustomCrosshair can have any value between 0 and 13, and the Crosshair color is in 8 bit RGBA format. You can also use your own custom textures (after importing them into a utx) by adding CustomCrosshairTextureName="package.texture" (where package is the name of the UTX package, and texture is the name of the texture in the package. HUD/Scoreboard: - 4 digit fph AI: - fixed bot auto skill adjustment - added custom bot AI configuration menu - bots don't try to link with you if you are linking with them - only use bots with upl menu strings "SP", "DUP", or "UNLOCK" - performance improvement when trying to find path to dropped flags or bombs. Also added NotReachableBy() event to Decoration, so flags and other game objects can be notified if they aren't reachable. - improved bot AI for mutant game - fixed low-skill AI problems in DOM-Junkyard - fixed bots don't change weapon at end of match, and always play victory anim if winner Performance/ Engine fixes: - fixed xEmitter memory leak - Improved bPreloadAllSkins for team games. - set bShouldPreload (in [Engine.LevelInfo] section of UT2003.ini) to true on initial configuration for systems with over 512 MB of memory. This makes these systems preload all skins, reducing hitches in network play. - no CD check! - fix for name table corruption crash (which caused the reproduceable crash reported when AccessControlClass=XAdmin.AccessControlIni in ut2003.ini, as well as other intermittent crashes) Networking/Servers: - fixed occasional crash when switching levels for servers with bots - vampire mutator shows up in server settings - dynamic netspeed adjust to deal with connections with variable effective bandwidth. Can be turned off in the settings|network menu. - fixed distance fog based network relevancy culling. - fixed addnamedbot exec function. This is used by web admin, so adding bots through web admin now works correctly as well. - fixed client upstream bandwidth not always capped properly by server - added -nocheat parameter to commandline to disable cheat prevention - added ability to disable the security fix in networking (for testing purposes) [IpDrv.TcpNetDriver] DisableKSecFix=True - only allow netspeed changes from console once every 15 seconds - server version displayed in server browser and ingame server info (F2). - fixed ghost players on server - fixed Invasion not ending if server side demo recording - fixed redirected download file size and percentage indicator - fix for players falling of ledges client-side only (so the client thought they were in a different place than they actually were - New Mutator function OverrideDownload giving servers the chance to override a redirect URL on a per-user basis, eg to give priority redirect access to your clanmates. - To customize bots without using the custom bot config menu, add a [UnrealGame.CustomBotConfig] section to your UT2003.ini. Then add lines like this one to the section: ConfigArray=(CharacterName="Gorge",PlayerName="The_Reaper", FavoriteWeapon="xWeapons.RocketLauncher",Aggres siveness=0.400000,Accuracy=0.000000,CombatStyle=0.400000, StrafingAbility=0.765789,Tactics=0.000000,ReactionTime=0.000000, bJumpy=True) where CharacterName = the bot character you are modifying PlayerName = the name to override the character name with All the AI settings range from 0 to 1, with 0.5 as the default value. - fixed server browser having hidden filtering options still enabled when filters looked cleared. - fixed disconnected/kicked players taking a long time to have their connection closed - more networking improvements, particularly for higher ping clients Spectating: - moved "now viewing" in spectator mode to right side of HUD - show proper HUD color in first person view when spectating in network games - fixed link gun alt-fire obscuring view in spectate behindview 0 - show proper score in DM network games in top left hand corner of HUD /behindview 0 - fixed spectator showing up on scoreboard on server with no players - show flag messages in first person view when spectating another player - fixed invasion spectating when join as spectator Mod support: - fixed adding multiple CustonKeyBinding bug - Exposed many internal karma simulation constants for mod developers to tweak: Gamma (Relaxation Rate), Epsilon (Constraint Compliance), Penetration Offset and Scale, Contact Softness, Max Contact Penetration, Max Karma Timestep, Max Karma Speed and Max Ragdoll Speed. Use KSet/GetSimParams inside Actor to modify them. NOTE: Changes to these take affect until you quit the game! - use %20 in URL redirects for files with spaces - umod installer AddIni fix - added bNeverSever property for DamageType - added PreventSever() to gamerules - weapon config menu uses actor skin if different from default weapon skin - User logs now save to UserLogs - Added force feedback support for devices other than mice (thanks Jason Fleming of Immersion). * Gamepads, sticks, wheels and mice usable as force feedback devices * Wheels (1-axis) devices can play 2-axis effects, rather than failing (IFC23.DLL) * Feedback device not initialized if all feedback settings disabled at startup * Shutdown feedback system by unchecking all feedback settings in menu * Start feedback system when first feedback setting checked in menu - added unique sunlight actor icon (for editor) - The Loading Map screen is now configurable for mods (GameEngine.LoadingClass) - added -USERLOGO=, .BMP must be in Help - added ReplicationViewer and ReplicationViewTarget to LevelInfo. These are valid during replication, showing for what viewer replication is currently occuring. Useful for creating more complex replication conditions. - fixed not being able to do same taunt or othe AnimAction twice in a row - fixed invisibility on pawns with more than 2 skins on their mesh (up to 4 skins now supported - they must all be referenced in the skins array). - Added PokeTerrain function to TerrainInfo. PokeTerrain( vector WorldLocation, int Radius, int MaxDepth ) All values are in world units. It pushes a squashed sphere into the terrain at the location specified. Negative MaxDepth values will raise the terrain at the specified location. Note that you should perform a trace first and ensure a TerrainInfo is returned. Call the function at the trace's hit location. Static projectors such as tree shadows have their data precomputed and the shadow will not move if you dig a hole in terrain beneath them. Sorry! WebAdmin: - Added check to prevent webserver from being spawned on client - Addressed some cleanup issues with QueryHandlers - Fixed bug with special characters in game settings (&, , etc.) - Added reverse sorting to player listing - Fixed bug with sorted lists that caused new items that were added to be dropped under certain circumstances - Fixed bug that only allowed a managed group to be removed from a user if the user was a member of that group - Fixed bug with IP Policies not reflecting whether policy was "Accept" or "Deny" policy - Fixed bug with webadmin not allowing IP addresses containing wildcards to be added to the banned IP list - Fixed bug that allowed IP addresses with more than 4 octets to be added to the banned IP list - Fixed links in webadmin remaining active if admin does not have any privileges applicable to that Query Handler - Addressed webadmin textboxes not allowing values longer than the width of the textbox - Added support for custom skins for webadmin (documentation coming soon) - Added fix to prevent admin privileges from "leaking" across threads (very very rare) - Added support for creating outgoing connections from within webadmin (to easily include remote content in webadmin) - Fixed bug with giving users privilege to change bot skill level - Updated bot page so that you can add bots with stats enabled if there are still bots in the game - Implemented "Kick Bots", "Change WebAdmin Skin", and "Game Status" privileges - Added Game Status readout to Current Game page D3D/OpenGL: - Fixed fallback materials for DM-Rustatorium and DOM-Junkyard - Fixed OpenGL bug causing degrading performance after level changes with the NV_VAR/ APPLE_VAR codepath (thanks to Thomas Fortier @ ATI for pointing it out) - Fixed gamma for Editor if running on DX9 system - Fixed bug in D3DDrv which caused it to never release the D3D device - Added "nogamma" commandline option - Fixed "firstcoloredmips X" for DXT textures Sound/Music: - Updated DefOpenAL32.dll - Add MusicSkip console command to skip tracks in OGGPlayer - Fixed possible problems with OGGPlayer - Add "Play List" button to player setup - Fixed audio spatialization (thanks to Daniel Peacock @ Creative for the fix) - Fixed sound precaching bug
from the others. It has the standard wide open area, but it is dotted with rocks that come in handy for quick cover. There is also a small underground passage with goodies inside. Each side has a small pavilion style base that raises the goal off the field. Scoring can be accomplished in any number of ways, but the two main ways are a quick toss from the front, or go around back and up the ramp for the jump-thru. There is a small vortex hole under each goal, but it is easily avoided. Snipers will be happy with the high ground on top of the pavilion, with rifle and ammo waiting. Bots do well, and the map has a nice overall polish that shows the author spent some time on this one. Give it a try. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6462.jpg[/img]
read the Introduction Text in the UT 2003 Mapmenu.[/quote]
and ass-kicking gameplay here.
official - and completely FREE - bonus pack for the game. The downloadable pack, which includes three new game types, 10 new maps, two new adrenaline combos, new announcer voice options and an in-game music manager, was created by Epic Games. The first free bonus pack, created by the co-developers of Unreal Tournament 2003 - Digital Extremes - was released in January and included four new maps for the game. In addition, since the original release, Epic Games has released updates for the game (to version 2199), including support for demo recording; an in-game chat client; new configuration options for controls, HUD, speech, and weapons; performance and compatibility improvements; and many other upgrades. Features within the new bonus pack include: NEW GAMETYPES: · Mutant: The player who makes the first frag becomes the mutant and is immediately equipped with all weapons, extra ammo, invisibility, agility and berserk. However, the mutant\'s health slowly decreases and can only be replenished by fragging other players. Once there is a \"mutant,\" all other players are charged with hunting him down. Points are scored only by the mutant when they frag other players. As an optional twist, the player with the lowest score becomes the BottomFeeder -- he can frag other players who are not the mutant and receive points. As soon as his score isn\'t the lowest, a new player becomes the BottomFeeder. · Last Man Standing: This is similar to the Last Man Standing mode in the original Unreal Tournament. Players regenerate health when they frag an opponent. If a player stands in one place for too long, they will be revealed to other players as a camper and their location will appear on all opponent\'s displays. · Invasion: In this game type, players band together to defend against waves of incoming monsters -- including many of the monsters from the original Unreal. Players cannot respawn if they die during a wave, but as long as one player makes it to the end of a wave alive, everyone respawns for the next wave. NEW MAPS: 10 new maps are including, spanning all gametypes, including Deathmatch, Double Domination, Bombing Run and Capture the Flag. The new areas include additional textures and static meshes that can be used with the Unreal Editor. Maps include.. DM-IronDeity DM-IceTomb BR-Canyon DOM-Junkyard DM-Rustatorium DM-1on1-Crash DM-1on1-Mixer DM-Injector CTF-Avaris CTF-DoubleDammage NEW ADRENALINE COMBOS: The two new adrenaline combos can be added using mutators: · Pint-Sized: Makes the player half their normal height (but players can no longer crouch). · Camouflage: Places a holographic projection of a static decoration over you as a disguise. The projection doesn\'t quite extend to your feet, so you have to crouch to be fully concealed. OTHER NEW FEATURES: · Announcer Voice Options: Several new announcer voice options are now available · Music Options: This bonus pack also includes a new OGGPlayer that gives gamers direct control over the music that is played during the game. · Many More!
show up on DM scoreboard at end of match - FPH doesn\'t change after match ends - shock combos now work after going through static meshes, and at all angles. - Fixed when entering a painzone you take double the damage/second in the first second and the correct amount thereafter. - added exec function SwitchToLastWeapon (bound to E by default) - fixed megaspeed DMMutator game option. - improved bombing run AI (better AI reset between scores) - fix for CTF flag can\'t be picked up - fixed showing flag icon on scoreboard even if holder not relevant - fixed throwing out minigun screwing up assault rifle - added server option bBrightSkins to [UnrealGame.DMMutator] (and in the game rules menu). Setting it to true makes player skins brighter. - fixed rocketlauncher can lock onto invasion monsters (bonuspack) - change weapon sound pitch when berserk - added bPreloadAllSkins config option to UT2003.ini, in the [UnrealGame.UnrealMPGameInfo] section. Its false by default. If true, all skins and character models referenced in .upl files are preloaded. Only set this option to true if you have a lot of system RAM (512 MB or more). This option reduces the hitch experienced when new players join a multiplayer game during gameplay. - only allow restartgame() to be called once. - added a GetWeaponStats exec function, which writes weapon info to the log for tracking down weapon problems - Fixed VoiceMenu Acknowledgements to use the abbreviated versions if available - other clients hear rockets being loaded - fixed local stats for instagib - fixed domination hud for spectators - added the exec command \"specviewgoal\" that will attempt to show the current goal (be it the flag/ball/dom point or the guy holding it). - made flak shell more visible - dropflag works in net games Mod support: - GameRules.NetDamage() always called in team games, and GameRules.ScoreKill() not called twice - momentum is passed as an out (by reference) parameter in GameInfo.ReduceDamage() and GameRules.NetDamage() - moved teammate momentum reduction to TeamGame.ReduceDamage() - added ClientReceiveCombo() to xPlayer, to allow replication of mutator combos. - Mod authors can now add keys to the config menu. See XInterface.GUIUserKeyBinding for info \"how to\". - added support for pushing skins and meshes down from the server, with the PlayerRecordClass Use PlayerRecordClass to push down player skins and meshes from the server. For example, if the Reaper clan was running a server, and had their own clan skin in ReaperSkin.utx, here\'s what they\'d need to do: Create a new ReaperMod.u file, with the class Reaper in it. The package name must be the class name with \"mod\" appended. Reaper is a subclass of PlayerRecordClass, with all the default properties set appropriately to setup up the character. Clan members will need to have a .upl file with the same character definition. The server will need to have both ReaperSkin and ReaperMod in its serverpackages. Networking: - improved cheat protection - spectating improvements - single pass through actor list for first pass relevancy determination for all connections. Improves server CPU utilization by 20% to 30% for servers with large numbers of players - hide passwords in URL - added bAdminCanPause configurable property to GameInfo. It\'s true by default. To change it to false, add bAdminCanPause=false to the [Engine.GameInfo] section of your UT2003.ini file. - fixed precision problems with ping calculation - fixed adminsay bringing up MOTD on clients - fixed bots not properly losing player enemies when players log out of net games. - Fixed LAN broadcast bug which caused problems in the LAN tab when multiple UT2003 servers were run on the same machine - TcpLink/UdpLink eventReceivedBinary fix. - Fixed Bug in CheckIPPolicy - fixed port swapping bug. - maxspectators can be passed on command line - Fix for Admin\'s Managed Groups - Fixed Admin names showing multiple times when in multiple groups - Added several game options to Web Admin - Fixed Web Admin SetPlayInfo so that it won\'t be called twice on DMMutator - Fixed MutatorFillPlayInfo so that it chains. Do not override MutatorFillPlayInfo, just override FillPlayInfo - Fixed MD5 package protection so that it would stop resetting all RevisionLevels to 0 on loadup - Fixed Web Admin Friendly Fire defaults - Fixed Kick Command in AdminINI - Changed the seperator character for the in-game admin menu from | to ESC - Made Extended Console stop complaining when a MusicManagerClass wasn\'t defined. - Fixed UTServerAdmin so it would pass PreQuery and PostQuery calls to mods - fixed banning someone in internet games bans all spectators Demo Recording: - Fixed occasional (!Closing) crash on playback - fixed shock beam on client-side demos - When recording demos on a client, listen server or single player, the demo file only records demo frames at the frame rate specified in NetServerMaxTickRate in the [Engine.DemoRecDriver] section of UT2003.ini. This does not effect the frame rate, only the rate at which frames are written to the demo recording file. This solves the problem of slow demo playback of client-side demos on machines which are not as fast as the recording machine. - fixed bug where ?timedemo was accidentaly including the precaching time Menus/Interface: - LowSoundQuality option is saved properly. - maps listed alphabetically - Added Map name to loading screen - fixed bug where menu mouse resolution was dependent on direction - added \"MouseX/YMultiplier\" to scale raw mouse input in [WinDrv.WindowsClient] in your UT2003.ini - added support for up to 8 mouse buttons - Fixed some Accessed None spam in the UI - fixed \'half op\" status for IRC client - display channel topic for IRC client - For custom game types, have seperate \'Custom\' tab with combo box in the server browser. OpenGL: - fixed bug which caused game to reverted to D3DDrv after patching - added code to disable specular if neither ATI_texture_env_combine3 nor NV_texture_env_combine4 are exposed (Linux DRI drivers) - worked around fog related driver bug in older ATI drivers - added code to switch back to desktop resolution at exit (Win98) D3D: - fixed bug related to OverrideDesktopRefreshRate option - added workaround for HW bug on certain older NVIDIA cards - changed code to handle D3DERR_DEVICELOST on initial device creation Sound: - updated DefOpenAL32.DLL with latest version from Creative Other: - fixed big memory leak caused by garbage collection problem with certain levels (occurred on level change) - fixed occasional crash which occurred during garbage collection on level changes, or when joining a server - fixed sporadic karma physics crash - performance improvement: frame rate based culldistance for player shadows - Benchmarked botmatches require ?attractcam=true to be appended on the command line after ?quickstart=true to work like before
of the manual. You will need to have a free version of ADOBE® ACROBAT installed[/quote]Even though an orange font colored printed manual could be considered a 1337 collector\'s item, I\'m sure the \"affected\" people will appreciate this. Additionally, having the pdf manual can fill some emptyness if you\'re not one of the lucky ones to own UT2003 (yet).
running a free dedicated server only version of UT2k3, you can [file="9988"]get the bonus pack via the zip file[/file]. This bonus pack includes 6 new maps for Unreal Tournament 2003 from Digital Extremes: 3 Deathmatch, 2 Capture the Flag, and 1 Bombing Run. Here's a list of the new maps: - BR-DE-ElecFields - CTF-DE-ElecFields - CTF-DE-LavaGiant2 - DM-DE-Grendelkeep - DM-DE-Ironic - DM-DE-Osiris2
unzip/unrar files downloaded and install all the files automatically. You can select a designated download folder, all files (and sub directories) underneath this will be listed in descending date order so you can quickly find the most recent files. The following files are copied, and text files and pictures can be viewed from the installation summary. ..ut2 -> maps ..usx -> static meshes ..utx -> textures ..uax -> sounds ..ukx -> animations ..ogg -> music ..u & .upl -> system ..int, .itt, .est, .frt, .ini -> Xmaps will be merged existing file, otherwise copied ..txt -> will be scanned for XPlayers.int lines and merge any found ..ka -> KarmaData Cache Manager ------------- Files downloaded from servers when you play online go to the UT2003\\Cache directory. This section allows you to install these files permanently. Manage Files ------------ In this section you can search for maps and launch them by double clicking on them. They are grouped by game type. You can also view the preview to identify them more easily. Insallation Log --------------- This keeps track of the files installed from GFE, and allows you to uninstall them. CaNNoN PS. I\'ve installed this, and it works nicely!!
there. Man this map simply rocks. It is very well done. Even if the bots don\'t work very well, this is one map that is one hell of a show piece for what the UT2k3 engine can do. Only down side is the download is huge, but you can\'t have all this eye candy with out the pretty textures. I can\'t say enough about this map......You must play it now!!!!!
multilevel CTF Arena. Lots of jumping and falling :D Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7063.jpg[/img]
her sisters originally live in the magic forest. Model Based on the respective Nvidia Demos.(see http://www.nzone.com/object/nzone_downloads_nvidia.html) Body textured with Enhanced human skin, Wing texture photography based The wing and the leaf have transparency areas Additional Credits to : Nvidia for the FX5000 series graphics card Thank To Nvidia Public Relations Manager for the permission to redistribuite this model (16-08-2004) Thanks to : my daughter for support and my sister for fairy loves ================================================================ * Play Information * New Sounds : NO CTF Skins : NO LODS : YES * Construction * Poly Count : 3053 - 3654 polys Vert Count : 1730 - 2182 Verts Skin Count : 2 Skins - Body and Wings Base info : inspirated at the Nvidia Demos (Dawn and Dusk) Software used : MilkShape 3D, LiteUnwrap, 3Dstudio, UnrealED Known Bugs : In some movement the leaf layer go bottom at the body layer Build/Animation time : 08-02-2004 -> 04-06-2004
temporary base until the robots flew a bomber and destroyed most of the bases around the area. In Antalus's area they had shot down a plane but it was to late the robots had arrived and now watch as the war torn Antalus has been bought back as a fighting spot. Overall a very nice re-make of this map. The changes he made are make for nice additons to the map. Good Work!
lets do somthin 'bout it"."Righto'" And this mut is the result. Instead of a line of single bombz, the bomber drops a new projectile. After a second or two, the projectiles explode, releasing about 6 submunitions. Each bomblet explodes with the same force as the regular airstrike bomb. So yeah, serious fire and xplosionz. Much better and more usefull than the regular airstrike
geometry. This is a very large and functional map. Due to it\'s size, a \'search & destroy\' style of offence and a \'fortress\' style of defence is often necessary. Players who prefer a \"faster\" map may be disappointed. The polys are quite high in many areas of the map. I wish everyone GOOD LUCK in the Assiniboine Cavern Author does not have a homepage.
your ut2003 map folder. ------------------------------------------------ Bugs: there is one: when u stand at your own goal and look at the other side, your screen might act weird. Botpaths: don\'t work completely Weaponpickup: yes ------------------------------------------------ Enjoi!
puny human tournament contenders. This Model pack contains The Zealot warrior Fenix , and the Righteous High Templar Tassadar , both fully , and impressively rendered into the Unreal universe. On the technical side of things. Both models are nicely free of clipping errors , and complete with custom animations(including a taunt from the starcraft cinematics , see if you can spot it :] ) These models contain an above average level of detail , and show a level of skill not seen in some custom models. The skinning on these models is equally well done , and includes some very accurate details on the armor, The fleshy areas aren't as accurate as the armor(particularly on the fenix model) but the fact that a starcraft character has made it onto the UT2k3 scene far outweighs the minor inaccuracies of flesh color. Oh ,almost forgot , Teamskins too :) The Bottom line , If you are a fan of starcraft , then I don't need to tell you how good these models are . If you are NOT a fan of starcraft , then you should consider yourself added to my hitlist. -Pepito
was a good start for whoever hasn't played Deathball, since its really well made. The texturing on this map is cool, with a large grass lawn stretching across the map. The walls were a nice, simple brick texture, which was pleasing to the eyes. The sky has a nice picture of mars, which looks spectacular. There's no weapons or health pickups on this map, as it is a Deathball map. The flow on this map seems to be fast, with the action quickly changing directions. The bots are agressive, and go everywhere the human player can go. I liked this map, and I think it has convinced me to play Deathball now, since it seems to be quite competative. The flow was fats, and the action quite fun, with some nice visuals. If you like Deathball, I think you would like this map, and would enjoy it even if you have never played Deathball. -DoomStalker
with a new one.I suggest backing up your original music file.Just download this to your C:\\ut2003\\music folder.
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.
sent their maps in to us that I have included in this mappack. All original readme files can be found in this zip file. [b][u]Maps included for this mappack are[/b][/u]: BR-Faith CTF-Bertha\'s End CTF-Glacier UT Corona\'s CTF-Glacier UT v2 CTF-IdolWorship CTF-Impossible CTF-Novaburst CTF-PQLand2k3 CTF-Tinaka
problems with it. This mappack includes all CTF, DOM, and BR maps submitted to UT2003Files.com during the first half of March 2003 (1st thru 15th). A second mappack will be released around the 1st of April with the second half of the month's map submissions. [b][i][u]The following maps are included in this mappack[/b][/i][/u]: BR-Canyon BR-Valley Of Minocqua CTF-Ariel CTF-Clostrophobic (1.4) CTF-Sharpfish Park CTF-Toyland CTF-Valley Of Minocqua Dom-FourCorners Dom-Sharpfish Park Please provide feedback so that I know that I set the Mappack up correctly. Thanks! CaNNoN
with this recording stuff now, here's the list of fixes, enjoy the patch! [u][b]Retail Patch v2166 Fix List[/b][/u] [b]Demo Recording:[/b] Demos can be recorded either on a server, or in single player, or as a client in a network game. For demos recorded as a client in a network game, you cannot cycle between players in the match. [b]Recording:[/b] To record a demo on your server, start the server with the ?demorec URL parameter. For example: ucc server dm-gael?game=xgame.xdeathmatch?demorec=mydemo Will record the game to the demo file mydemo.dem. If you leave off the "=mydemo.dem", the server will record a demo with a unique filename starting at demo0001.dem, demo0002.dem etc. You can also use the "demorec" console command at the server console to start recording a demo after a match has started. For example, "demorec mydemo" or just "demorec". [b]Playback:[/b] Use the "demoplay" console command. For example, "demoplay mydemo". During playback, pressing Fire will cycle between the players in the game and a free spectator camera. Pressing Alt-fire will switch between first and 3rd person. "demoplay mydemo?loop" will cause the demo to loop infinitely until the "stopdemo" console command is used. Normally demos play back capped to the frame rate at which they were recorded. To remove this cap, use "demoplay mydemo?timedemo". This will play the demo back as fast as possible and dump the average fps to the console at the end of the demo. If a demo recorded at a higher framerate than your computer is able to play it back, the demo will play in slow motion. The frame rate dedicated servers use when recording demos is adjustable in UT2003.ini in the [Engine.DemoRecDriver] section. Change NetServerMaxTickRate and LanServerMaxTickRate. The default values are 30 fps. Increasing these will increase your server CPU utilization. [b]GamePlay:[/b] - friendly fire kills affect team scores - made players a little brighter - allow weapon throwing with weapon stay on (but can't pick up thrown weapon if already have that weapon), plus added configurable gameinfo property bAllowWeaponThrowing (default true) - don't spam "you are ready/not ready" messages to console before game starts - fixed FFA DM overtime end conditions - Ability to have custom announcer voices. Make a new announcer voice pack (with the same sound names as the original AnnounceMain.uax), named NewPackName.uax (where NewPackName = whatever you want to call it), and put it in the ut2003\sounds directory. Then, in the User.ini file (in the UT2003\system directory) change: [UnrealGame.UnrealPlayer] CustomizedAnnouncerPack="NewPackName" - fixed strafe toggle - support longer playernames on scoreboard/HUD - show FPH in scoreboard - fixed flags sitting on ground in CTF-Citadel - more minigun ammo - really fixed 4 rocket bug - Fixed DM-TokaraForest flags showing up - fixed CTF-LostFaith KillZ - spectating maintains view - when a player dies it continues to view the player when they respawn. - improved texture precaching, removing a few early hitches - moved arena mutator config and maplists from user.ini to ut2003.ini - update .ini files without overwriting them! (except for settings added or changed since we shipped) - fixed bug when had more than 16 bots total on custom teams - improved translocation (less failures) - link alt no blood - don't lose adrenaline if switch teams to team with less players - added Gameinfo property bAllowBehindView, server option allows behindview in net games if true (default false) - made lightning gun recharge match up better recharge finish (it was playing too long) - reduced delays between allowed voice messages - scaled weapon and powerup pickups down some to match player size better - spectators can go through doors/movers - fixed catching weapons in mid air - added DropFlag command - adjusted distance fog in some levels to make them look crisper/higher contrast - if weapons are invisible, firing is centered - added PipedSwitchWeapon exec function, to allow you to bind to weapons to a single key by editing your user.ini, e.g. "e=pipedswitchweapon 5 | pipedswitchweapon 7" allows you to switch to and between the linkgun and the flakcannon. - added configurable option bShowMessageText to TeamVoicePack, controls whether text of non-taunt voice messages is shown. To change this value from its default of true, add the following lines to your user.ini file: [UnrealGame.TeamVoicePack] bShowMessageText=false [b]HUD/Menus:[/b] - added in-game personal stats (bound to F3) - Added Server Info which includes MOTD and Rules (bound to F2) - Added In-Game Chat Client (Similar to IRC) - made team section of HUD scaleable - Mouse acceleration threshold now in the menus - FOV settings 80 to 100 in menu - FOV defaults to 85, set it to 90 to feel more like UT - Press f10 to cancel added to connect message - "Blob shadows" option added to menus - Change "corrupted connection detected" to "incompatible game files" - Add name of weapon you are switching to to hud - Fixed DisplayProgressMessages to only show MOTD once - Added color codes to text messages - Fixed MOTD to be able to handle more than 4 lines - Add up/down key history to IRC input - Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat. - Add colour to IRC (nicknames, join/leave messages, links etc.). - Ctrl-C in server browser copies selected server URL - Extra game-type tabs created automatically for installed game types (from .int file). - Add extra fields to server browser filter - 'dont want this mutator', translocator, weaponstay. - fixed blue team preference not being saved - added configurable HUD option to not display enemy names under your crosshair HUDbDeathMatch.bNoEnemyNames [b]AI:[/b] - fixed bot aiming link shaft at crouched opponent - BR AI improvements - CTF AI improvements - improved skyline bot AI - improved bot use of ion cannon [b]Networking:[/b] - make sure ClientNetSpeed can't get set to 0 - improved client ping measurement - fixed client location synchronization problem that could happen when you fell out of a crouching height only area - fixed bug where lost ability to fire - fixed weapon idle animations on net clients - fixed GetLocalPlayerController() on net clients - fixed BR-Skyline airship in netplay - improved smoothness for high ping clients - fixed minplayers+stats coexistence - admins can pause net games - fixed combo effects showing up in net games - *really* fixed redeemer firing bug - Fixed bug that caused garbage collection not to occur between level changes - Gamestats class is now configurable via ini - Security actor is now configurable via ini - Add ClientReplaceMenu in Playercontroller - Added Admin command NextMap - Applied fix for bug where some string checking in Web admin failed - Fix bug in Web admin that causes "WebAdmin:" to appear twice - Added security level checks to web admin's ServerChangeMap - Applied fix for linux Web Admin regard hard-coded IP addresses - Applied fix for Admin kicking via XAdmin - Closed security hole where admins could look/set security info - reduced ConnectionTimeout to 15 seconds - allow players to enter as spectators in games with maxlives>0 that have already started - replicate weapon reload sounds - allow admins and spectators to use behindview [b]Mod support:[/b] - added ModifyVelocity() event to Pawn, to allow mods to modify physics behavior - its called by the physics code after the velocity is updated, but before it affects the Pawn's location. - added mutate() replicated function for use by mutators - fixed teamgame ReduceDamage() allows mutators to override even if instigator==None - added skeleton option to .upl player descriptions (for user created models with different skeletons) - Add -MainMenu= command line param - Fixed several internal hardcoded menu links - Fixed GUIController to always use the ini set MainMenuClass - Propagate LevelChange() through the interaction and gui system - Add MutatorFillPlayInfo to allow mutators to add web admin settings - Added bContactingLevel output variable to KarmaParamsCollision. - fixed umod installer [b]Engine:[/b] - Memory leak fixes: Explicitly destroy KarmaParams in Actor::PostScriptDestroy, and - 'new' KarmaParamsSkel instead of using BeginObject - Fix for crash with per-tri karma collision with static meshes with no collision data [b]D3D/OpenGL:[/b] - fixed z- pixel fog and favored it over vertex fog - worked around vertex fog driver bug on ATI cards - added workarounds for S3 cards like the Savage 4 - added OverrideDesktopRefreshRate option (defaults to false) [b]Audio:[/b] - fixed occlusion if EAX 3.0 is enabled - play own footstep sounds with weaponbob false unless set [UnrealGame.UnrealPawn] bPlayOwnFootSteps=false in user.ini - more sound prioritization improvements
looks great, the detail looks great. The domination points are placed well, and so are spawn locations and weapons. This map owns........
in the center of the map. That big ugly pyramid has been replaced with a nice open-air type of temple. It works quite nice and fits with the rest of the map. Gameplay is similar, but players who like to grab the ball, shoot it off, TL, and pick it up again will be able to dominate this map. Between the jump pads and TL, ball runners will have a very easy (perhaps too easy) time scoring. On the other hand, this type of large, open map has always been a favorite of campers, and a skilled sharpshooter will frustrate any efforts to score. So why are you still reading this...download this and play! rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6379.jpg[/img]
between ground and upper levels. The lighting is nicely done, and textures are of the standard fair. All of this should sound eerily familiar if you've checked out the CTF version of this map. Unfortunately, some of the things that helped in CTF, tend to hurt in DD. The size of this map can make it harder to effectively hold both control points with a small team, and the side tunnels can be a hindrance to quick movement from one side of the map to the other. One other small thing to note is that in most DD maps, there are visual indicators that let you know what team controls what point, and on which side of the map. This can be vital after a respawn with that damn announcer counting down, "5...4...3...2..last second save!" If you know where to make that last second save, that is. Yes, this is also on the HUD to some extent, but in game can be a bit more helpful. rAzOr [img]http://www.gamingfiles.com/screenshots/1/files_extra/6212a.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files/6212.jpg[/img]
=== ===================================== ===================================== Alright everyone. This map, being my first CTF review, gives me good feeling about reviewing. This map makes me glad I became a reviewer. This map is an extremely fasted paced free-for-all style map, placed in a acid factory. Bingo! The downside, however, is major. It's laggy. Very laggy, unless you have an amazing videocard, which I, and most don't. Read on to...well, read more. ------------------------------------- Texture Usage: Very dynamic, very well placed. Very little mis-alignments. The skybox was very well chosen and nothing was irrelevant. Almost top-notch work! Texture Usage: 9/10 ------------------------------------- Architecture: Okay. Terrible lag without a cause. Could it be here? Or maybe everything? Who knows. Anyways. The architecture is pretty decent. The main climax is definetly in the center arena. Just look up, and you'll see. However, aside from that, nothing else is ground-breaking. Architecture: 7/10 ------------------------------------- Layout: This was fantastic. A secret cut where the redeemer is hidden. 2 bases with 2 access and exits. It's a medium sized map with very little flaws in this field. Layout: 9/10 ------------------------------------- Lighting: The lighting was well done. No special featurs, which also means little flaws. Nothing distracted me and, it was dynamic. Satisfaction Guaranteed! Lighting: *10/10 ------------------------------------- Overall: Textures: 9/10 Architecture: 7/10 Layout: 9/10 Lighting:*10/10 Weapon Usage: 8/10 Total: 43/50 43 - Fantastic 0-5 Terrible 6-10 Very Poor 11-15 Poor 16-20 Mediocer 21-25 Bad 26-30 So-So 31-35 Okay 36-40 Good 41-45 Fantastic 46-49 Ownage 50-50 Syphir's Ownage ---------------------------------------
Textures : No New Music : Yes Player Count : 4-14 Map Info -------- This map is very large single room arena that is made to make you think to yourself: WHAT IS THIS?! The music is very humorous at first, but then gets on your nerves and makes you go crazy. All of the panning or moving textures can cause you to feel sick to your stomach or disorient you during a jump. With regular gravity in the lower portion and low grav higher up, the game speed feels distorted. The map is surprisingly big and makes you feel like you are crawling along at an extremely slow pace. The map includes all weapons from UT. There are few obstacles or objects that allow for any real strategy. Each player spawns from an elevated position and lands on a weapon. Both teams share spawnpoints, so you can spawn near the enemy flag. The jump pad (kicker) in the center pool launches you well above the elevated bar and into the low grav section of the map. This allows for some interesting gameplay and excellent vertical fighting.
years later the liandri took over the night temple like how the aliens took over the sun temple.
system with Media Player 11, Firefox, and several instant messenger apps running in the background, and the gameflow is quick and constant. Navigation is easy to pick up - there\'s enough routes to run down, but not too many, so you won\'t get lost. The more fun aspect is the sheer amount of routes to travel down. In a match with only a few players on each team, it\'s like playing Whack-A-Mole, you have to hit the right entrance at the right spot, or you\'ll miss them. The goals aren\'t that easy to fire the ball through if you\'re bad on the shot, so it may pay to get some practice in. Overall, a nice map, with some nice closed areas, some nice open areas, and good weapon distribution and layout. One for the collection if you play Bombing Run. For you UT2004 players, it does work in UT2004, however you may have a [i]few[/i] minor issues. ~ Kouen
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!
does not apply to you you should grab the [file="9987"].umod version here![/file] This bonus pack includes 6 new maps for Unreal Tournament 2003 from Digital Extremes: 3 Deathmatch, 2 Capture the Flag, and 1 Bombing Run. Here's a list of the new maps: - BR-DE-ElecFields - CTF-DE-ElecFields - CTF-DE-LavaGiant2 - DM-DE-Grendelkeep - DM-DE-Ironic - DM-DE-Osiris2
through there :)
cube. -Added a Zone Portal. -Added a random thunder sound
sniping room above the goal and a skybox. This was made as a gift to Clan DRD.
skin color to the color of the opposing team. While combo is active, player may confuse players of the other team for a teammate. Combo Duration Time: 30 seconds. Combo Adrenaline Cost: 100 units. Combo Activation Key Sequence: Right, Right, Right, Right.
not supply a readme with this file:(
CTF for some fine fragging fun! They make the best little people maps:)
Graphics : No New Music: : No Player Count : 4-12 (supports up to 12 without telefragging at start of game) Map Info -------- This is a modified version of the InstaGib CTF favorite: CTF-Anda. It's a fastpaced fragfest that is action packed with gibs and blood splattering all over. A single room map with only a pole in the middle of the room. It is designed for InstaGib because there are no weapons in the map. All spawnpoints are used by both teams.
^_^ . I thought I would make this map pack because to my knowledge most of his great maps were overlooked. This map pack contains: 1 BR map- Biohazard 1 CTF map- Skorbut 2 DM maps- Chimera and Frozen 1 DOM map- Invasion
some action. I know the map doesn't look very special, but it can be a lot of fun to play online.
and watched by the ever vigilant petrified dragons you try and focus on what lies ahead of you. Victory or death, on Dragon's Peak.[/quote]
Mattias Konradsson, all credit goes out to him. This is one of his[Mattias] older maps, but I just put it up here for some more exposure. http://www.planetunreal.com/dmcb/ Dereks Homepage: http://www.unrealplayground.com/mapper.php?id=2407
\'search & destroy\' style of offence and defence is often necessary due to the size of the map...it takes team work to keep contol of all 5 control points over an extended period of time. It is recommended that the time limit be increased. Good luck in the Assiniboine Cavern! Made by Idlewild IdleWilds homepage: N/A (Doesn\'t have one)
especially with loads of bots. WARZONE! :) The spectators and the spectator stands look abysmal, and the arena walls aren\'t that great, but the rest is very good. The deathball goals are nicely done, and I always enjoy a snowy level at this time of year ;) I\'m not sure if I should really be giving credit to BR-FragballStadium creator, but as I understand, this is a great improvement in terms of textures, and detail, as well as compatibility for lower-end computers. The one thing I wasn\'t sure about is that in main, this map only has one floor, apart from the little corridor in the middle, and there\'s not that much detail about the actual arena, just a few rocks and boulders. Nice map anyway, great fun. ~Szico VII~
don\'t forget to watch out for your enemies!
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.
new stuff to come along.
map is annoyingly bright in a lot of areas.
goals, which requires players to find alternate paths to their opponent\'s goal. Two quick notes of interest: [quote] To get the mini-torches in the bases to show, your World Detail must be set on HIGH. Bot pathing works to a point. I don\'t know how to get bots to work with these particular jumppads. So, they can get the ball, but then they get confused and wander around. Ah well.[/quote]
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!
map\'s got you covered. Check it out and let us know what you think!
free to argue that one. Let us know what you think!
opposed to the standard 2 sec. However, tweaking always has side effects. Don\'t hold it past the 15 second mark or the rocket will overload and blow you and whoever is near to kingdom come. Last, but not least. We programmed the rocket launcher\'s on-board computer to predict if your blast is going to take place too close to you. In order to avoid this we\'ve installed a reverse booster that sends you flying away before the shrapnel can reach you provided you hold on tight. It\'s sensitive to the level of the blast so watch out. If the blast is too strong, it may save you from shrapnel but it will send you soaring through the air only to plummet to your death.
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
favorite mutator, InstaGib. It plays best on normal gravity, 100-120 speed, without the translocator.[/quote] PLEASE NOTE: This map DOES NOT INCLUDE REGULAR WEAPONS SUPPORT, since it was designed to be played online, where there aren\'t very many RW BR servers.
try, maybe you\'ll enjoy it more than you thought you would! Thanks goes out to Alaney1 for the map! Does this file rock, or does it suck? Let us know by casting your vote! Or post your comments and opinions about the map, we like the feedback!
description up as soon as possible!
description up as soon as possible!
Tournament\'s Tech work team. To see if they could get their technology to get the once used power back on to fully working order. The area worked out to be large playing ground where your going to have to work out the best path for you and your team.
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
laugh. General Sparky.
the Tournaments have claimed this a prime location for a Bombing Run tourney. Although they have established a \"safe\" area for the game, a few warriors still go missing now and then... To be reviewed....
with lots of Greek architecture and statues. The map has a rectangular sort of shape, and the Domination points are at opposite ends of the rectangle. The lighting on this map has a nice outdoor feeling, and is nice and bright, which is sort of a change from the norm of darker, gloomy maps. The textures on this map are great, with a spectacular view of the surrounding terrain of the map. All the constructs arounf the map are finely textured, and have a old, stony look to them, which is a nice look. Items in this map are spread out nicely, in the area between the DOM points, to give the attackers an edge when trying to take over the DOM points. I really liked this map, and I think you will too, since it is a beautiful looking map, and plays very nicely in DOM. -DoomStalker
~To be reviewed by the map reviewing staff
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
certain degree.PsiKoTicK: Fixed FileGame-Modes: Jungle Warfare, Jungle Warfare Sabotage. Both of these are team-based gametypes.
the redeemer. The layout of the map calls for some great game play around the ball area. Overall, this map is great.
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.
Desintegrator is a device both widely used as a weapon as well as a mining tool, focusing a flirring, greenish field that is capable of interfering with the targets cohaesive forces on a molecular level. Matter with extremely high density will sustain longer, still even the hardest stone can be rendered to ultra-fine dust in a matter of seconds. Gases principally seem unaffected, since their cohaesive forces are already very low. A living being struck by a desintegrator ray will usually dissolve and die instantly, but since most tournament combatants have undergone various degrees of biomechanical enhancement a few extra hits can never hurt... ... you, of course. Primary - Fire Desintegrator ray. Since the Desintegrator has a built in energy source ammo will auto-replenish, but the power of the beam you fire is directly proportional the charging status of the weapon. Secondary - Tactical Zoom Desintegrator Grenade --------------------- Widely known as 'Moluk Raybomb' the light type-D assault ammunition is appreciated as a versatile and powerful hand grenade. Based on the same idea as the desintegrator rifle, the desintegrator grenade incites a spontaneous breakdown of all molecular cohaesive forces in a ten feet radius, though it's effectivity quickly diminishes over distance. Primary - Timed Mode. Grenade bounces off walls and will explode 3 seconds after hitting a solid object. Secondary - Proxy Mode. Grenade will detonate instantly upon hitting a solid object. Plasma Gun ---------- A 'pulse driver' is based on the cold fusion principle and usually only encountered in form of an impulse drive inside a full sized starship, but recently also a number of prototype handheld weapons featuring a nuclear pulse generator have appeared. Catalytic Deuterium is used as nuclear reactive mass, the created fusion plasma is then contained and accellerated through a tubular field with gravomechanical properies. Projectiles usually glow in an eerie blue and are capable of melting even through five-inch plates of solid Terkonit. Primary - Full auto firing. Useful against crowds. Secondary - Hold button to charge up to 25 energy units into a single, devastating blast. Thermo Blasters --------------- The basic carbon laser pistol issued to military and security personal all over the galaxy. Small, lightweight, dependable and at the same time dealing out damage like no other, once you got two of them... Primary - Fire left pistol Secondary - Fire right pistol You can of course press both buttons at the same time for dual-frying-action. Just watch your ammo. Thermal Projector ----------------- The CNC or, scientifically correct, 'Constant-Rip Needlepoint Cannon', is combining two completely different physical principles into an entirely new weapon: an ordinary high-power infrared carbon laser is fired through a tubular energy field with hyperphysical characteristics, that completely prevents the beam to suffer any losses, be it optical or thermical diasperation. Not only is it possible this way to keep the beam focused even over long distances, but the surrounding air also wont heat up. Primary - Keep the laser focused on your foes. Brief contact will lead to a serious sunburn... longer contact will first vaporize the water inside the target, then set the flesh on fire. Finally only a skeleton will be left. Secondary - Tactical Zoom Thermo Grenade -------------- From a technical point of view the desintegrator grenade might be cleaner, more aestaethic and a helluva' lot safer to handle, but there's no point in being hypocritical if being atomized in a desintegrator field or vaporized in a controlled sub-nuclear heat wave is more humane. And holding the power of a miniature sun in your hand feels extermely satisfying. Primary - Timed Mode. Grenade bounces off walls and will explode 3 seconds after hitting a solid object. Secondary - Proxy Mode. Grenade will detonate instantly upon hitting a solid object. Combat Mortar ------------- Latest development in the heavy-assault gear department. Definitely not recommended for close combat. The grenade will discharge a highly energetic field that is both lethal and at the same time has the extraordinary ability to render most known shielding devices useless by disrupting the base projector matrix. Primary - Fire tactical neutron grenade. Hold to charge up for greater distances. Secondary - Same as primary, but a projectile mounted camera will be activated during flight. See teh world through the eyes of a Flak shell for once. Mass Driver (aka RailGun) ------------------------- The Kappa labs - Mark II infantry carried mass driver represents the pinnacle of terran weapons technology. This state of the art magnetic mass-accellerator weapon fires an ultra cooled Terkonit cylinder projectile at some three digit multiplier the speed of sound, which allows passing through most solid objects with ease. Even the most advanced shielding technologies are hardly able to resist such a tremendous kinetic energy and will most likely only slow it down to the point a conventional armor might stand a chance, even then, victims are usually hurt considerably and thrown back great distances. Headshots are always lethal though, no questions asked. Unfortunately the reloading process is very complicated and the projectile size makes carrying bigger amounts of ammunition cumbersome. Every new projectile has to be applied manually and it takes two or three seconds to prepare a new round, so make sure you really hit what you aimed at. Primary - Fire supersonic, armor breaking Terkonit projectile Secondary - Tactical zoom
suit called(you guessed it) an exoslave.The theme of the model is well executed, and very pleasing to the eye, although it does seem suspiciously similar to Ians other model , Neofin.This model is built with care , and comes with custom animations , custom karma , and no clipping errors.I do have one gripe with the way the guns are held(at a 90degree angle from the normal method ) which looks cool on some guns , but akward on others.The skin on this model is just as excellent as the geometry. The skin is well toned , and shows the same skill and attention to detail found in lans other models.Also included are teamskins(YAY!)custom gibs , and a very nice custom skeleton. The bottom line , A great model like this should not be passed up.If you like neofin , you'll love Exoslave. -Pepito
upon closer inspection you will notice that the models are not "blocky" or simple .Both models are free of clipping errors , and come with custom animations.There is one flaw with the models in which the arms don't quite reach the gun , and so the gun hovers slightly outside of the models reach.This empty space is very minute however , and doesn't create any problems.The skins on these models are both hand made , and are not very detailed ,but then again , neither are the actual cartoon characters, and these skins represent those characters very well. the Lack of team skins is a shame though. Aside from that , all these models need is a custom voicepack. Can you say "fartknocker". The bottom line ,two great new models that look cool in the game , and fit in oddly well. -Pepito
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.
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
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
individuality to this model , and are very good considering that all of them were done from scratch, and the karma is very realistic. The three skins this model comes with are extremely detailed (take a close look at the neck and face). Furthermore , this model boasts an original concept completely unlike anything we've seen thus far. This model has ONLY one flaw that I know of , which is some clipping of the arms with the legs when you die , but it's nothing that can't be overlooked when you consider the models other aspects. The bottom line is that this is a very well executed and highly original model. There is absolutely no sane reason for anyone to miss this model , anyone who doesn't download it should be institutionalized on sight on. seriously , it's that good. -Pepito
is up to par with UT2003 , and has no clipping errors.(that I could find). The Skin remains accurate to its comic book counterpart, and is quite vivid , with orange , green , blue , yellow , and red ,all coming together stylishly. Once again , no teamskins. The bottom line , a stylish model of a comic book character. Nicely finished , and accurate to the comics. -Pepito
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
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
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
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
=== ===================================== There is no spoon, and there is no bots on this map. This map has an extremely well done atmosphere, but it was just way WAY too big. I found the redeemer, and searched the outside area for atleast three minutes and didn't find an artificial soul anywhere. ------------------------------------- Texture Usage: This map uses custom Matrix textures and the atmosphere in this map is extremely well done. However, since everything was so overly sized, the building textures were way undersized. But off of that, I found virtually no misalignments, overusage, or irrelevant usage. Texture Usage: 8/10 ------------------------------------- Architecture: This is iffy. I found some effects irrelevant, such as the wooden steps. But, it still had one hell of a feel. Nothing got in your way. Architecture: 7/10 ------------------------------------- Layout: Like I said previousely, way too big. I found myself lost often and could rarely find the weapon of my choice. And because of size I could never find a bot to kill. But the roof jumps, and the hidden cuts were a fantastic touch. But given the size, I don't think that just those two could save this score. Layout: 3/10 ------------------------------------- Lighting: Dull and dingy work, nothing was dynamic in this field. Although I have to admit, atleast it didn't use UNLIT textures. Lighting: 8/10 ------------------------------------- Overall: Textures: 8/10 Architecture: 7/10 Layout: 3/10 Lighting: 8/10 Weapon Usage: 5/10 Total: 31/50 38 - Okay 0-5 Terrible 6-10 Very Poor 11-15 Poor 16-20 Mediocer 21-25 Bad 26-30 So-So 31-35 Okay 36-40 Good 41-45 Fantastic 46-49 Ownage 50-50 Syphir's Ownage
that goes right through a person.....yikes! She comes with a base skin and red and blue team skins for bright skins mod. Lots of fun with this one! Highly recommended :) ~Alybe
battle, which is what this map is set up for. There are few powerups in this map. There are very few adrenaline packs, health pickups, or many ammo pickups. There are, however, both of the superweapons, the Redeemer, and the Ion Painter. The lighting on this map is bland. Most of the map is in darkness, since this map is in a nighttime environment. This leaves most of the map in darkness, and this can lead to problems when trying to see who's shooting at you. The texture job in this map is also bland, with one texture blanketing the entire map. Blah. This map is good for a 8 plus person deathmatch, but the fun would probably wear off pretty quick, as there is only one way to play this map and that's as an all out meele. I thought the idea of a golf course DM would be fun, but this one was rather ugly looking, and had limited playablity. -DoomStalker
and as I did this, I became inspired to expand the map and complete it as I initially envisioned.
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! :)
made by [CKA]Levi to challenge anyone to a game of lowgrav-Insta-Bombing run.
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
one. Since Domination is best suited to outdoors (I think anyway) that is what I decided on for this map. In an ideal world, I would have made the indoor area slightly larger, and the outdoor area slightly smaller, but in the end I think the map plays pretty well as it is. There are a variety of strategies to use on this map. The indoor point is pretty easy to defend, although you\'ll notice a lack of health, and a need to venture outside in order to collect better weapons than the biorifle (argh, blasphemy, the goo gun rocks!) For the outdoor point, you\'ll find it a lot harder to defend due to snipers and open play, but there\'s also more health, nice weapons, plenty of ammo and a shield to compensate. There are plenty of routes to get to the points, and there are a few surprises along the way. Have fun finding the Udamage and Keg... Hope you enjoy this map as much as I enjoyed making it...for the first 100 hours of editing anyway, lol. Ps - Even if you have a slower PC, I recommend running the map in high detail just ONCE to enjoy all the high detail splendour :)
and valleys in between the two bases. Should be a good map for a good amount of people. This map is definately worth a download!
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
find as well :). I found that a lot of campers play on this map lol with both NW and instagib rifle. All in all this is a very very good map. I recommend to ALL! :D Onsl4ught
wkd one as well :) All I have to say is this is one of the first DB maps that has sorta impressed me :) so well done, LOL! Onsl4ught
the maker of the map though people might spam with them :) 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! :D Onsl4ught
Deathmatch and the Team Deathmatch modes as well. All eight of these levels are 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 eight additional weapons built in that are usually not a part of Normal Weapons game-play. These include: the Super Shock 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, and the Sniper Rifle from the original Unreal Tournament. Finally, the .ut2MOD file installs the Map Pack automatically, but there are many features involving the eight additional weapons which are fairly complex. To learn how to properly use the new weapons, please click on the Release Notes button when the installation is finished. You may also go into the UT2003Help directory and double-click on the file DCInvasionMaps.html at any time to get help. -Toonces
the map. There are also a few lava pits which blend in a bit.... so I didnt see them and sorta died, LOL. Onsl4ught
to look better I think. The jump pads on the map have a very nice design on them as well. But all in all its a good and fun map. I had lots of fun playing it! Onsl4ught
description! CaNNoN --------------------------------------------------------------------------------------------------- Assault is a team game where players are divided into two teams: "Attackers" and "Defenders". The goal of the attacking team is accomplish the objectives on the level, while the defenders try to prevent them by guarding the objectives. Attackers and Defenders spawn in two separate areas, and when an attacker or defender is killed, they respawn back at their spawn area. If the game is "Last Man Assault" rather than the standard Assault, both sides get only a limited number of lives, and then the player cannot respawn and help their team any further. There are several objective types. Some only need to be touched quickly, some need to be destroyed by shooting at them, and sometimes an attacker needs to stand near an objective to hold it for a specific length of time. Once the final objective has been captured, the attackers and defenders switch places and replay the same map... The defenders who are now attacking must now complete their objectives quicker than the attackers in the first part in order to win the match.
mappack is just the DM maps that we have received for the first half of the month of March, and I am waiting to see what kind of feedback we get on this to see if I will continue to do these mappacks. The following maps are included in this mappack: DM-Autumns Dream DM-Cursed Castle DM-DenSe DM-Steamtime DM-BDC Basement DM-D$K Basement DM-Icecave Arena DM-TempleODeath DM-Circle DM-Deep DM-Medieval DM-UnholyGrotto CaNNoN
leap of faith to get the goal.
dojo maybe?) that has the japanese style doors and decorations. Map could use a few more power-up and weapons, but not a bad map.. CaNNoN
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
with toys... oh well.Enjoy fragging in this one (:
turned out, maybe not visually but its the first map that I made where when playing it I lost track of time. A la: \"Woah 1am!\" I hope you enjoy playing it as much as I did making it. [/quote]
lower skill levels!
lower skill levels! This version is set in the evening with the lights of the ctf version ON (including light switches ;) )
place on a spacestation\'s outside platform. Platform\'s run in all directions and are connected together. The ball is located in the middle, and you have to take it to the enemy base and toss it thru a giant fan with huge blades.. Graphics are very nice on this map, and weapon/powerup\'s are placed evenly throughout the map. Good Job! [b][i]CaNNoN[/b][/i]
full version clients. Additional CTF map (CTF-Orbital2) added to the demo. This demo supports following languages: English, Español, Français, Italiano, Deutsch, Korean, Simplified Mandarin, Traditional MandarinReload with Unreal Tournament 2003 – the sequel to 1999’s multiple ‘Game of the Year’ award winner – Unreal Tournament. Using the latest Unreal technology, Unreal Tournament 2003 takes you to the merciless arenas of the future, where elite warriors rely on skill, speed, cunning and awesome firepower to demonstrate their style and become the ultimate champion. [b]Note: A Linux demo is available [file="10721"]here[/file][/b]
2.4GB required for a retail installation. Server admins wanting to advertise their server to the official master server list, and be included in UT2003 stats will require a dedicated server key. Go to [url="http://ut2003master.epicgames.com/ut2003server/cdkey.php"]this[/url] site to generate a dedicated server key.
become over crowded quickly, it would be best suited for teams of three or less and is more base orientated than control point orientated. The map consists of; three large rooms, two regular 90° hallways, two hallways with windows looking at and leading to the bases and two large corridors each with to steel plate slides. There are two transporters one at each base that spawns to a nest overlooking the oppositions base don’t worry not much camping can be done do to the lack of space and spawn deaths. The inventive element comes from two corridors that have steel plates that slide from one end to the other (something you don’t want to get in the way of). The large hall has a large trap door that I’ve seen open but was never able to open myself I believe this door leads to instant death. The bots play well for the most part. Around the base they are in a constant crouch (no big deal, more of a personal dislike) and they sometimes get caught in the crate element. Over all I did enjoy this map when kept to two or three players per side. It’s a clean map that combines old and new elements. I hope to see more maps from this developer in the future. ~ IconB ~
UT. You can search for an Installed map. Also, the map folder can be changed.
Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/9059.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/9059b-t.jpg[/img]
much more fun than symetrical, as they avoid the "do the same thing, just twice" syndrome, and both teams have to deal with the same problems, so it's not like in CTF.[/quote][img]http://www.gamingfiles.com/screenshots/1/files_extra/8758thumb.jpg[/img]
DM-instagib-NuclearForest - DM-LakeofSouls [img]http://www.gamingfiles.com/screenshots/1/files_extra/8753thumb.jpg[/img]
abord the ship and as happens in these types of sci-fi locals , everyone has now gone mad!! I just hope you have what it takes to last, so someones lives to fix the ship. [img]http://www.gamingfiles.com/screenshots/1/files_extra/8750thumb.jpg[/img]
make the turn and run for the opposite team's goal makes for a different and more nimble kind of strategy. Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7930.jpg[/img]
is not really all to much to say about this map. The weapon placement is fine, bots do great, and the textures look ok. Technically, I can find no real flaws with this map. However, with all the new methods of playing Bombing Run (DeathBall, HappyFunBall, ChaosDoubleRun), and the many standard arena style BR maps already widely available, this one elicits no special notice. In real life, an open field is used for any number of sports, and it works well. Just one problem... in real life you don't have a Jugg armed with a Shock Rifle combo-ing your butt from endzone to endzone. This is fine work, but it fails to bring anything new to the game. ~rAzOr~ Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7687.jpg[/img]
fixes a bug in conjunction with z- pixel fog and works around a driver bug with vertex range fog on ATI cards which should fix the \"brownout bug\" in e.g. CTF-Face3. These fixes will be included in the next patch.[/quote]
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]
- HolyShit" so as not to disclose player locations. - Various Background sound changes [b]Improvements in 2.0:[/b] - The maps own unique static mesh file so as to not conflict with other maps using the original SC-Intro_Mesh file. - Announcers will not overlap when background sounds recycle after approx. 20 mins. - Music changes after background sounds recycle - approx. 20 mins. (Great for matches set at 20 mins for heightened atmosphere in the event of Sudden Death Overtime) - Got rid of straggling fans under stands ----- Little is needed to introduce this map. Look at the screeines, and remember the first time you started UT2K3. This map is a conversion of the intro cut-scene into a standard DM map. I say standard, but this map is anything but. Some serious detail went into developing this, and it shows. This thing reeks of style. Great attention to detail brings this map to life. From the pyrotechnics, to the great placement of the 'deemer, to the announcer, to the crowds, ...I could go on and on. You can't help but drool when you play. As for that, gameplay is fast and furious. From the confined underground area, to chasing an errant bot through the crowd with flack flying, to getting on the center platform and rising above the crowd. And as for secrets......well, lets just say the author outdid himself, but I'll give you a few hints. Hit the "u" key to get the center platform to rise, it will come back down on it's own, just listen to the crowd counting down. As for the rest of the goodies, you're on your own...but keep your eyes open. Weapon placement is great, with the standard fair being easy to lay hands on, but the good stuff will require a bit more effort to obtain. The one problem I had was with the lifts. Use some caution, as they can gibb you quick if you are not in the center. All in all, this map is a great combination of playability and eye candy. Download it, and I am sure you will concur. - rAzOr He he he, in all your excitement rAz, your forgot to give this map a rating. Don't worry, I want a piece of this map too, so I'll do that for ya ;) Like he said, this maps got flash bang boom and alot of it. Heck, first time you come up the lift and trigger the pyro, gives you a good old fashioned feeling inside. This map is great for 4 to 6 players, although, with all the crowd space, theres room for more. This map raises the bar. --PhilPhoenix [i]The following screenies were taken on Pro-Filer's crappy P4 1.3 - 256 RAM - GEForce3, all settings are on high, and I do mean ALL settings. Running at 1024x768 32 BIT. Full size screenies are sized down to 800x600. That's why I got such crappy FPS as you can see in the screenshots. Anyway, enjoy them![/i] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795dt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795et.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795ft.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795gt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795ht.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795it.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795jt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795kt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795lt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795mt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795nt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795ot.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6795pt.jpg[/img] [i]Coming soon: Special Edition![/i]
supercedes the editor fixes that have been previously posted - applying those fixes to this patch will break the patch! This patch is completely network compatible with the retail version. Patched clients can connect to unpatched servers, and unpatched clients can connect to patched servers. This patch will overwrite your user.ini and ut2003.ini files, because it adds some important new properties to these configuration files. To use it with windows dedicated servers, rename it to ut2003-winpatch2136Release.zip, open and extract it to a temporary location with winzip, and copy the system directory (subdirectory of UT2003patch) into the system subdirectory of your server installation. We will be releasing an updated version of UDebugger and updated .uc files for mod developers shortly.[/quote]Update! (10-05-2002) If you are using the Maya plugin in Unreal Ed, you need to update the pluging to be compatible with this patch. [url="file.info?ID=7433"]Grab the update here[/url]
There is a lake, but not only is it frozen over, it also gives the feeling of the water level being a bit low. Rocks poke up from the surface of the ice, and bridges span between outcroppings. What can I say, this map lives up to it's title. The goals are nicely set up because you have to work to get at them. I like to see a more of a challenge than just "run-up and jump on in". With all of the "Rough Terrain" and a difficult goal, I really expected bots to have a hell of a time. Not so, as bots not only do very well, but will offer a damn good match on many levels. Weapons are nicely spread out, and both super weapons (or crowd pleasers, as I like to call them : ) are here for your pleasure. Ok, enough of giving the author a swelled head. Frame rates could be better, but with the size and weather, I can't complain too much. I would love to have slippery ice, and I would be really impressed if some of the bots fell on their posterior, butt let's be realistic. For most parts of the level, the moon provides the only lighting, and in some places the shadows don't line up quite right with the light source. That's about it. Overall, The Crow has put fourth an outstanding map. Download it, I am sure you will agree. ~rAzOr~ There is also a CTF version available [file="7200"]here.[/file] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7201.jpg[/img]
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]
walkways connecting both and serving as the main playing area, this map is a ballrunner's nightmare, and a defender's sloppy dream. Think Tokara Forest over hot, soupy, instant death. Attackers must transverse a narrow bridge, go through a teleporter, grab the ball, ride up an elevator...then they can make a run on the enemy base. This is no easy task, as there are only two very narrow passages to each base. A determined defender armed with a R/L and sniper rifle (both of which are easily had at each base) can hold off an army. Good team tactics are a must on this one. I like the setup of the ball spawn area, and the use of the teleporters and elevators to get the ball is very original. Weapon placement is fine, but I question the R/L so close at hand in each base. Power-up's are sparse, but that's not a problem because death will most likely result from quick, downward acceleration followed by a nasty sudden stop in the lava. The only faults I found in this map were visually. Colors tend to clash a bit, and the lighting is a bit bright for an underground cavern. Textures are a bit bland, and seem mismatched. Lava falls are static instead of flowing, and the pool could use some bubbles and steam rising. Most of this, however, can be attributed to the author going for playable frame rates, which this map has (60-80 Avg.). The whole level looks more like UT than UT2K3, but it plays great. Function supercedes form, playability over eyecandy. A damn fine job, and worth the download. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7156.jpg[/img]
having fun in the process. With the holiday 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.[/quote]Whoa, this map looks insanely good, and for that alone you should download it, now! Review coming soon! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7152.jpg[/img]
In essence this mod pulls a switch-a-roo with the standard BR style of play. Instead of two team goals at either end of a map, and the ball in the middle, you now have two balls (get your mind out of the gutter, you pervs) and one goal. This concept changes the way you play BR. Now, both teams can be in possession of a ball, and make a run to the goal. After one team scores, the goal is rendered useless until the next round. If you're confused, download this now and try it out. Playing this map will clarify how things work so much better than me spouting nonsense. There are some bugs that need working out, but I will direct you to the read me file for a list. As the author says, this is only the beginnings of a concept. And that concept is great. Yes, it needs some work to make it fully playable, but this idea needs to be expanded on. The few matches I played were fast paced and required a total rethink of strategies used. I can see this becoming very popular when finished. I strongly recommend you give this a try, as it may well be a taste of things to come. THE MAP: I honestly expected a crap map. I was wrong (again : ). The author was thoughtful enough to include a DM version for your fragging pleasure. This is a three tiered circular map, and you can cross between each level using teleporters, or just T/L if that's your thing. Weapon placement is great, with all the good stuff on top, and the standard stuff easily accessible on the lower level. Flow was nice, and the map plays great. The map alone is worth the download. All in all, I really hope to see more of the same from Excelsiore. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7093.jpg[/img]
the idea of a map that is not just "mirrored" over to make a CTF or BR, but sometimes this can really hurt the balance. There are teleporters spread over the map to make up for this, but while the red base is a good distance from anything, the blue base is spitting distance from both the red spawn area and the ball spawn area. Bot pathing is far from complete. I could not get them to score on any difficulty level, and they only take one route to the base. The map looks good, but I found that it looks even better with the fog gone, as this really brings out the lighting effects. Sadly, disabling fog will cause a drop in frame rates. This is a great map, and I wanted to love it more than I did, but some small areas may need just a bit of improvement. A great effort overall, but your view of it may depend on whether you plan on runnig this by yourself, or if you can find it on a server. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7077.jpg[/img]
place?!?\" No bot paths included. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7065.jpg[/img]
instantly kill your opponent (much like a head shot) but adds additional humiliation >;-) Just aim for someones groin with the lighting gun fire and laugh as the poor sucker wriths in crotch-pain. 3 crotch shots without dying will make you the Crotch Master. 5 crotch shots without dying and you will achieved Crotch Domination! [b]Features:[/b] - Get a crotch shot with the lightning gun - CrotchShot, Crotch Master, and Crotch Domination announcer sounds - Custom crotch death messages - HUD notification of crotchshots (much like headshots) Wow, really cool mutator here folks! I hope to see this on many servers ;) Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7016.jpg[/img]
either end. The bases are very simple in construction, and the open skylight allows for a second path for scoring, much like BR-Bifrost. Towers stand at both ends of the valley for campers to ply their trade, and debris is scattered throughout the valley to provide some cover. Weapon placement is fine, but I question the lack of any ammo pick-up's. Long matches can turn into a game of "let's chase the ball-runner with the impact hammer!!!" There was some clipping problems with the debris on the valley floor, but this problem was paled by the frame rates. Even without bots, average FPS hovered at 20-25 FPS on two different machines. While not debilitating by any means, I can see this problem only getting more severe with online play. This map may help to tide over all the Halo fans who are waiting for a PC version. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6993.jpg[/img]
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/6987.jpg[/img]
kept them low to increase FPS. He did a great job. I was seeing 70-80 Avg. FPS, even with 10 bots running around. Ahhh...bots, now therein lies a problem. The pathing is less than stellar, and in some places just downright awful. I try not to harp on this too much, as most gamers seek human foes for the challenge, but there are some of us who like a quick bot match before bed : ) Weapon placement is fine, with ammo close at hand, and power-up's are scattered around as well. The goals are hard to get to, but this can be a welcome departure from some other maps. Some may find this map to be a bit too big, but with the proper amount of live players, you should be fine. For a first time mapper, this is an outstanding job. I hope we see more! ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6968.jpg[/img]
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
as everybody rushes to the center. The teleport will bring them up on a cross shaped walkway floating high above the ground. In the center of the cross is a nice keg-o-health and some armor. The Domination capture points are at the other ends of the cross so you have to go through the center first. This set up makes this map quite fun and challenging, even with bots! However, as you can see from the screenshots, the map is quite plain as it has no skybox. Also, when you go underwater, you can just swim anywhere you want. The map is filled with other little flaws but I´ll leave those aside. Let's hope the author gets some more experience with UnrealED and redoes the map a bit because the concept of this map is really cool. The only thing I couldn't figure out is how to get to the ion cannon, which is just a bit above the cross, way to high for a double jump though. I tried jumping down from the cross, into a ring of fire that is floating above the 2 teleporters in the center of the bottom basin, but that didn't do anything. So, does anyone know? ~ Pro-Filer [img]http://www.gamingfiles.com/screenshots/1/files/6953.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6953bt.jpg[/img]
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]
(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]
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:
like structures that twist and contort around blue spheres, and walkways that look equally different, as well as waterfalls and a awesome skybox. The map consists of 2 sides, both identical to eachother, except for the color of the shrooms, signifying which side your on. Each sides goal is in front of a mouth of a tiger thats made out of the mountain. And then you have your ball in the middle at the top of the ramp. This map is designed with teamplay in mind, as theres always 2 or more ways to get where your going, but often times space inbetween them, encouraging teamplay and passing. Speaking of which, the bots on this map are very able with the ball, scoring and passing. I'd suggest a player load of about 8, you can go higher, but it might start detracting from the fun. All in all, an awesome bombing run map that would make for some very interesting matches. Get it now! --PhilPhoenix Note: Also contains music to go along with the map, really fits it to, it almost sounds like something Enya would make
boulders, and trees impeding your view. I point these things out not as flaws in the map, but in credit to the author. This map does such a great job of making you feel like you are in some dark wilderness. The map is setup in a doughnut fashion, with the ball at 12:00 and each base at 7:00 and 4:00. In the center is a large plateau, with a valley running 360° around it. Large teams work best in this map. The ground is almost never even, and will require some skill and teamwork to run the ball. The center area is a campers paradise, with sniper rifle, 'deemer, and ion painter close to hand, and a commanding vista of both bases. Item placement is spread evenly throughout the rest of the forest. I love the realism of this map. It adds a nice bit of strategy and tactics to the match. Use cover and concealment, work the terrain to your advantage, get a spotter up high to cover the action and call in artillery for big kills. This map takes the premise of BR-Bifrost, and raises the bar for outdoor combat. I would expect to see something like this in AA, Op.Flashpoint, or GhostRecon, not in UT2K3. All in all, an outstanding job. Download this map, and go to war! rAzOr [img]http://www.gamingfiles.com/screenshots/1/files/6774.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6774bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6774ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6774dt.jpg[/img]
between BR-Disclosure and DM-TrainingDay. A bit darker than your average map, with some good looking textures, the map flows nicely as a pseudo fig. eight setup. Sadly, this map is crippled. For no reason I could discern, frame rates would drop to about 10-15 (Avg. FPS) in certain areas. I had this problem on two different machines, with bots, live opponents, and with no other players on the map at all. The author is aware of the problem, and states so in the Read Me, but as of yet is unable to nail it down. I find it hard to recommend this map to anyone as it is all but unplayable in it's current state. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6766.jpg[/img]
AETERNUS) - and more... ENJOY! :beer:
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 :)
Pillars on both sides of the map hide some goodies, as well as providing cover for ball runners. The only flaw I was able to see was the torches. They had a halo of torch light, but they were not lit. This is a small point, and does not detract from the map at all. A great looking, fast paced BR map, this looks great for a Beta. I am looking forward to the finished map. rAzOr Also check out [file="6390"]CTF version of Thorns 2[/file] [img]http://www.gamingfiles.com/screenshots/1/files/6733.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6733at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6733bt.jpg[/img]
practice to make maps quickly since you don't have to spend any time in Maya or 3D studio to make static meshes. Well, forget about the time-saving aspects - even though creating the terrain design only took a day, going back and smoothing and tweaking it, adding antiportals to block scenery and pathing the bots took a LONG time so an all-terrain map isn't the great timesaver I figured it would be. After playing the map several times I noticed something else interesting: The map plays very much like a paintball battle, only with more powerful weapons. Also, after playing in team deathmatch mode I couldn't help but feel like I was in a fully 3D version of Starcraft, especially when using the minigun. The whole scene played out like many of the cutscenes in Starcraft, only realtime rendered now and fully interactive. :-) I don't know how well this map will play on slower systems; On my system it averages about 60 fps which is pretty good. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6731.jpg[/img]
eliminated the problem of spaw campers by making the locker rooms inaccessible from the main arena. The other back areas are gone as well, streamlining and focusing the map on quick, brutal play. This is a great map (both versions), give it a download, as I am sure you will see this popping up on servers everywhere. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6716.jpg[/img]
statues. Everything looks great, it's like a lego world. The author of this map also made a very good choice in sky graphics, which fit the map nicely. Its a large map, with many weapons and power ups to be found all around. This map is great for anywhere from 6 to 10 people, bots or human, as the bots play great on this map. This is also a great mutator map, such as lowgrav, instagib, and others. The uniqueness of the design, combined with the superb look and feel of this map, and the great gameplay flow make this a map you can't afford to miss, download now! --PhilPhoenix Redeemer and Ion Canon are included! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6695.jpg[/img]
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]
It gets points for nostalgic value, but as the developer herself says in the read-me "This is a gimmick map". I had some problems with bot pathing, they tend to just grab the ball and run in circles, so you might want to stick with live opponents. I also have to question the choice of weapons on such a small map. It does get some coolness points for giving me flashbacks to my cyberpunk days. So put on some Front 242 and frag! rAzOr
well as being different from each other. No mirror images here, the red and blue bases are both constructed differently, as well as the surrounding valleys. The only problem with this is that the red team will have to suicide to get the big score, while the blue team can get seven points and walk away from it. With dugout trenches, high tower lookouts, and power-up's galore, this one is a blast to play. Be forewarned, this is a BIG map, and some systems may get a drop in FPS. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6557.jpg[/img]
think that this map will be a good 2on2 CTF map. So don't wait download it now. Bibadi
but again, this map should not be judged on a technical aspect. Even so, the author did a nice job with locker rooms, a boiler room, and two ways to score. Run the ball to the end-zone for the big score, or go for the Hail Mary pass through the goal posts. Just don't get spattered after the throw, or you lose.(The upcoming patch should address this) Get some friends, grab some pretzels, (and drink of choice ;-), and get your thang on. "He's at the 20, the 10, TOUCHDOWN!" rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6492.jpg[/img]
Also, bots had problems with the deep water. They would get the ball, and go for the open water, and get stuck. Allow me to paint a picture. Bot loses health due to being underwater, but said bot gets health back due to having the ball. See the problem? I would recommend that you stick to live opponents. All of this, but I gloss over the point that this is a great looking map. The [SOT] guys do a great job of making you feel that you are on an alien coast on a star filled night. Nice sky box, an original idea, and it's great to see a level with some water in it. Grab your swimwear of choice, and get wet. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6465.jpg[/img]
map has some serious ground to cover. With all of it's size, most of the action takes place in the center, rendering most of the other areas extraneous. The goals are placed at each end, at the top of a small ramp, making them very easy to access. A half-court shot is almost, but not quite possible. Weapon placement is a bit sparse, and I would have like to see the sniper rifle in a map of this size. A great map for larger team play. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6463.jpg[/img]
public. Now this map has no skybox, no nice little "animation" within the portal, the map is huge, the textures suck and well... the map is just horrible. If this was a quake 1 map it would have been cool but really, mappers, this is how it's NOT DONE! (first time I'm being so negative in my comments...) Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6380.jpg[/img]
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]
that: - These two files are all that is needed to trade characters with other users. - To share source art (so you can continue to paint and edit) you'll want to use the .UPP and .UPT files. - To delete a skin, just delete its [name].UTX and [name].UPL files. Texture data in the generated .UTX files is now compressed (DXT3) automatically.
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]
hope to see more from this author, whoever he/she may be : ) rAzOr
a random direction to start. Use your radar to find it.[/quote] Well, what can I say? The name of this map sums it up. Points for the original idea of the ball launcher in the center of the level, but no bot pathing, no...well..anything... cause me to hesitate to recommend this map. What would make this map rock, you ask? Well, I am glad you asked. In a word....HOVERBIKES!!! Zooming over the sand, with the ball being launched between players, like polo with guns! What JOY! Until that day, well, perhaps the ball launcher can be incorporated into a better map idea. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6334.jpg[/img]
though : ) Layout is clean, and weapons are easy to get to, even the Redeemer. rAzOr Also check out [file="6117"]BR-Basketball[/file] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6333.jpg[/img]
the number of jumps and the amount of boost to whatever you happen to want.[/quote]Well good thinking fyn, nice mutator!!! :thumbsup: To install simply copy Jump.u and Jump.int into the \"system\" folder under your Unreal Tournament 2003 directory.
most of the terrain and re-lit it to remove the strong gold tones that made the ball hard to see when it was loose on the map. To get this map, plus 3 other Bombing Run Maps by the same author in one map pack, [file="6267"]click here[/file]! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6266.jpg[/img]
changes in the areas that were the flag bases. Jump Spots added by the pickup truck so the bots will not get stuck when they take the Keg-O-Health. To get this map, plus 3 other Bombing Run Maps by the same author in one map pack, [file="6267"]click here[/file]! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6265.jpg[/img]
cosmetic fixes to the sky, the fire pits, and other areas to make the map run better. To get this map, plus 3 other Bombing Run Maps by the same author in one map pack, [file="6267"]click here[/file]! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6264.jpg[/img]
changes in the upper cross-ramp to accomodate the bots and human players when fighting over the Ball Spawn. The only problem is that when the Ball goes into the acid or the fans, it takes about 10 second for it to return to the spawn point. I do not know how to adjust this time parameter yet. It's not all that bad, however, as it does give you time to scramble back to the spawn point if you know the ball is in the soup...so to speak. To get this map, plus 3 other Bombing Run Maps by the same author in one map pack, [file="6267"]click here[/file]! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6263.jpg[/img]
cover the decrepit remains of a castle keep. Snow covered hills separate the two "bases" and set me yearning for snowboarding season (Mmmm...snowboards..riding...wet bum..) The ruin's twists, turns, and tumbledown stairways make a great challenge when running the ball, but the goals tend to be a bit too accessible for my taste. Here's to hoping for a CTF version next! rAzOr
batman. But its still kool for now, I mean if your good and you can use him correctly when people ask who the hell are you, you can say "Im, BATMAN". lol Nice skin! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6240.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]
oh why did you release this to the general public?" This is like when your mom whips out the baby album to show your new boy/girl friend the pics of you nekkid in the tub at 2 years old. Quaint, but just plain old embarrassing. The author claims that this is in homage to SpeedBall 2. In reality, this is a large open box. One texture, no pick-up's, no bot-pathing, not a damn thing. You spawn, you kill, you die. That's it. I say that's it, because you can't seem to score. Try as I might, the ball would not go through the goal. It would bounce off the wall BEHIND the goal. I know this is only a beta build, and the author says he will be releasing an updated version, but this is more of an alpha map. I would recommend downloading only if you want to see what a map looks like before it is finished. Becuase of this, I will not give a number rating. And no, you can't have copies of the pictures ; ) rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6216.jpg[/img]
Sound like fun? Nothing great to look at here, but the map is well constructed. Bots are out. There is no pathing to speak of. They just float around, looking bored. Movement and flow is very slow; you can't dodge, jump, duck, because you are floating. Pick-up's are atop pillar like structures, but ammo and their respective weapons are on opposite sides of the arena from each other. Scoring is tricky because, yep you guessed it, your floating. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6183.jpg[/img] Cool stuff if you ask me :thumbsup:
surprised at how well bots play on this map. Set the difficulty to Godlike, add five or seven bots, and wow. Pick-ups are easy to obtain, with one super weapon. As I said, a simple map, but sometimes simplicity is well done. Download this map for the fast action alone and you will not be disappointed. rAzOr Kudos to UT2003HQ for the screenie: Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6182.jpg[/img]
matter. Here it is for your downloading pleasure. One of the few maps to have weather effects, rain patters the surface of this rusted metal edifice, setting up a joyless, post-industrial atmosphere that has an unrivaled look. The map has a minimalist feel, with a few lifts and a simple layout. Whether this is by design, or because the map was never really finished, it still plays great. There are some small bugs; you tend to fall through the floor when you die, and falling will not always kill you when it should, but none of this detracts from the gameplay one bit. The only complaint I have, and it's a personal one, I would like to see the goals moved out over the edge of the platform. An easy shot for the measly three points, but a tricky double jump followed by certain death for the big score. A definite download that should be added to your map rotation now. ~rAzOr~ Also, a CTF version of this map is available [file="6497"]here[/file]. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6170.jpg[/img]
this. I realize it\'s a cheap map, but I think it\'s a nice change of pace from all these giant maps. I\'d say this is best suited for 2-4 people, but I have included 12 spawn points if you want to go nutz. Bots are not supported simply because they would not be able to shoot the ball in the hoop. I hope you enjoy this!!! :D[/quote]Like the author said, this is best for only a few players but it could be a very fast and furious game in 2v2 with all those weapons around and the goals so close to eachother :) [img]http://www.gamingfiles.com/screenshots/1/files/6117.jpg[/img] Click here to enlarge
more maps. If you can, please mail on my box to leave your opinion about this map.
a game, or just play regular ^_^ -Change in-game settings (more to come) such as detail textures, resolution, and you can even choose from a preset variety of texture detail settings! -Add Favorites to your Favorites list to join games quickly -View the UT2K3 stats page, and get some server -Completely sort you cache! UT2K3 IRC Script will accurately rename, and sort all of your UT2K3 cache files!
SunTemple.When the humans were chita chating about there super super super secret stuff the aliens called Nemcrons used there weid powers to put all of the humans into the outback.Since the Nemcrons were in the SunTemple and they took over SunTemple and they turned the SunTemple into the NightTemple because on the Nemcrons planet every thing is dark if there is light they will die so thats why they turned it into a NightTemple they are nice aliens but they had too. so the match was forgoten because of the aliens but 94 years later the liandri remembered what hapend at NightTemple so they went all the way to the NightTemple and put the aliens into some cages and now they have made it into a match again.
play. Enjoy the action. ;)
health decreases. Also, when locked onto another player and in multifire mode, the rockets shoot in the curl pattern instead of the spread. Please note that use of the vampire mutator with this mutator will dampen the effects of increased rocket accuracy.
basic, but very original.
there, also the supershock. Have a nice and fast fight !
your opponent have no way to reach each other, you\'re both in small adjacent rooms with a wall in the way. The only way to score a kill is to shoot at your enemy through small firing holes. Each room contains three health vials, a shield pickup, an assault rifle, a flak cannon, a bio-rifle, and ammo for all three. It\'s a concept I certainly haven\'t seen around before. Who knows, might be [i]kinda[/i] fun. [img]http://forums.filefront.com/images/smilies/shakehead3.gif[/img] ~ Kouen
pack are all centered around lighting and weather. Possibly the most useful ones are the sunlight and fading light actors, but all of them create nice effects when used properly. For mappers out there who want a little extra lighting quality, this pack is a must-have. Make sure to read the included documentation, it features a few important notes! ~ Kouen
Juan Pancho `XceptOne` Eekels. Capture The Flag and Revision By DaveM.
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.
really only two ways for a player to be freed: A teammate stands next to him/her for 3 seconds, or the entire team is frozen, resulting in a \"shatter.\" Shatters occur when all players on a given team are frozen.
carlauncher, throwing in a good 14 vehicals, and it still went smoothly. Optimization is even better with a natural amount of Distance Fog, allowing for that just right HeH look. It's been well played and well made, in my own opinion. Supports up to sixteen players by default, but feel free to throw in sixty. Expect a CTF Version coming soon, and when I learn more about the Editor, a VCTF, Double Dom, and BR version as well. Also in the near future, expect a Halo-UT compatible version, complete with Halo Weapons and Textures for the true experience.
for on or offline intense 'ultraduel' matches.
aspect is ok with good but slight chances if the other team keeps a man in their own base.
map is pretty dark, but not so dark that you can`t see anything. Please enlarge the screenshot to it just click it or it won't work!
Plenty of z-axis fighting for some hectic battles. Ownage material. Get it now!
staging arenas for the tournaments. Occasional radiation leakage has resulted in arenas that are not only entertaining, but self-cleaning too.
alternative attack points for the bots.
Hybrid, using DNA from one of the most well known Tournament competitors, Brock. To Brock, Krobe is about as close to an evil twin brother as it can get.
marble, zooming in/out, realistic physics handled by Karma integration with the Unreal engine, marble skins (with optional environment mapping), and the ability to make your own maps using UnrealEd! Marble Mania 2003 will have both single and multiplayer modes. Single player will consist of the player racing the clock to navigate her/his marble through several maps while avoiding various obstacles in each map to reach a goal at the end of the level. Multiplayer modes will include a variety of gametypes such as Tag, Marbledome, and Race.
unauthorized personel, it makes the perfect arena for the tournament. Recommended number of players is 8, bot support included.
alternative attack points for the bots.
unique game challenge, but the fact that everyone gets to 400 health real quick may make games a little slower. I have yet to test this mutator in UT2004 to see if it works, but I will add whether or not it is compatible to this description as soon as I find out. EDIT: It does work for UT2004. I did test it but forgot to add this to the comment. Installation works the same for UT2004 as UT2003. :)
skin a UT2003 Model so it is not that good Enjoy :-)
spammable now, because there are more ways to get there. I made the lifts in the two main halls move 30 percent faster, so that you can jump right towards the upper level. The two teleports improve game speed. I still have to fix some things, but the main design is there! I think the final version will be released in about a month (the end of Juin I guess). You will be able to find it in all large well-known online map databases.
final version is planned (but not limited) to have the following features: two game types: Combat Training and Fortress Command (fortress command is a combination of assault and domination - there are numerous flag points throughout each level and the two factions battle for dominance of all the flags. The winning team is the one that captures every point. Combat Training is simply class-based death match, only you loose points from dying). - Class system with six completely different types (fighter, ranger, mage, cleric, rogue, barbarian). Each class has their own set of weapons and special abilities - Stamina system to add realism to gameplay as well as the need for more strategy in battle - All new content including models, textures, sound and music - Variety of battle environments including forests, castles, caves, cliffs, towns, and coastlines - Detailed background and storyline behind each battle, it\'s more than just a tournament to the death
In the normal style of play, the Sniper Rifle replaces the Lightning Gun. The Lightning Guns ammo is also replaced with Sniper Rifle ammo, although it looks the same for now :) This mutator offers the ability to change most of the default settings like fire rates, the amount of ammo in the pickups, bonus and penalties for killing or being killed, etc. Some of these features will allow you to emulate the popular \"Zark\" sniper mutator from UT.
8 players max recommended
and, for the first time in a long time, actually said \"wow\" when the shot loaded. Visually, this map is that cool. Crippled skyscrapers surround a bizarre ice pillar which, for some reason, has some crumbled castle bits on it, a huge bird\'s nest, and a stegosaurus skeleton. Don\'t ask. I think Warbeast has been hitting the hookah or somethin. The name? Not very unique. Frozen. Wow. Luckily, the map is. Unique static meshes everywhere, mostly textured and composed nicely. Warbeast sure has dotted his i\'s and crossed his t\'s here. The map plays decently. I think it will fail to impress some hardcore guys in this area. But UT was always about the mix between the gimmick maps that play OK and the hardcore flow maps that play amazingly well, so this map fits right in. Download it NOW biznitches! [/quote] For once we see Cliffy\'s true nature...he is a jaded sob. (remember Cliff, that\'s a quote from you!). But this map is a treat to the eyes and there is a lot to look at. While the theme is strange, but original, I can see the gameplay for up to 4 players being challenging. Stay tuned for a review from one of our staff. -Ghost Rider
he is still fighting together with a small number of the most experienced fighters known in the Tournament. Skin supports team colors
look. I couldn\'t decide which I liked more so I made them half sisters. I did some experimenting on this, so if you get any problems please let me know as soon as possible. Enjoy. [/quote]
is also my first skin that I\'ve ever made. Teamskins _are_ included. [/quote]
be set to have the players start with that weapon. Rearranges the weapon icons on the bottom of the screen. This also changes key bindings for the weapons. This option can be disabled with the line RearrangeIcons=False in SwitchArsenal.ini. Supports many third party weapon mods. See the webpage for compatibility stats and workarounds. Supports the placement of non-weapon pickups in weapon bases.
end-all-be-all to you, but maybe you also don\'t enjoy Normal Weapons play... so what\'t the answer? Professional Zoom Instagib. PZIG, for short, provides some flexibility to as many players as possible when it comes to the game of Instagib. NOW, before you gawk at the thought of having THREE Instagib weapons in your inventory, PLEASE read their descriptions below, which lists their advantages and disadvantes.
didn't fully finish editing everything in it. So I got confused when posting it as to who it belonged to. All is good now and still - This one is two levels of in your face fun. Download it now biznatch! -Ghost Rider
this pack a whirl. Funny Stuff!
which makes you think should i get that kill or take my coins to the bank :P
voices in UT2003. Of cource, this female is filthy, and not too \"lady-like\".[/quote]
2002 Author: Jerome \'Loric\' Diard Email: email@example.com Version: 2.3 Number of Body Skins: 2 Team Colors Support : Yes Number of Faces : 1 Made from the Satin skin. (I KNOW THIS IS AN OLD SKIN BUT ITS ONE OF MY FAVORITES AND HAD TO UPLOAD IT)
may be a little disappointed as it isnt picture-perfect with the films. However if you brush that aside you still have a very nice deathmatch map with some cool LOTR features, like the Sauron eye floating in the sky (Looks just a little to glassy though.). Sure mount Doom wasn\'t in view from the Shire in the films, and yes, the sky wasnt quite as red and fiery, but you get the LOTR impression overall. The teleporters seemed ever so slightly tacky to me, floating squares aren\'t exactly the peak of digital effects, but at least the ringwraith sounds which go with it sound amazing :) I was wondering why this wasn\'t made into a CTF map, with a few alterations this map would be very well suited to CTF. The waterfall again isn\'t too stunning, but the little pools and hills do this map proud. There are also 2 little hobbit houses, Bag-End and a Bag-End lookalike (Supposed to be Sam\'s house from the films) Again, they look nice but not quie film precise, and the same can be said for the insides. However, I guess when its for UT2003 you kind of need all the floating powerups in there ;) OH, speaking of \'2003. Make this for 2004! Seems to work well enough, but the weapons aren\'t quite right :) So overall a nice map, if you want a spot-on replica this isn\'t the map you\'re looking for, but it\'s still a darn good place to kill each other in :) ~Szico VII~
never had it here before! It's for UT2003, but works perfectly well with 2004, and it's all in the christmas feel! The important thing to note about this map is that it's one of those 'oversized' ones where the player is exceedingly small. Now most of the time I don't enjoy these maps because they involve too much jumping and sniping (I suck at sniping) but this one was quite fun because the surroundings were very varied and it really did feel like the perfect christmas tree room. Sure the blood splatterings spoil the scenery a bit, but thats what Unreal is all about right? :D Anyways, on my PC UT2003 isn't installed so I tend to test the rare 2003 mod on 2004 to see if it works anyway - and I can safely say this should be no problem if you want to run it on 2004. I was looking forward to exploring the outside areas and the piano room but unfortunately they're just there for show, which is a pity as outside looks very snowy and nice :) The bot routing here is very well done as well. There are 2 redeemers in the map and quite a few snipers. The music with the map is pretty nice too, I feel there were probably better pieces out there but it definitely isn't bad. It's kind of like a jazzy brass band remix of some popular christmas tunes like Sleigh Ride. ~Szico VII~
which makes you think should i get that kill or take my coins to the bank :P
to really push the "old" feel (with brightly colored UT characters and weapon effects, it would make a cool contrast) but I didn't really have the time to develop the texture set for that. So instead I went for muted yellow sunlight, burnt clouds, a bit of snow, and a bunch of old toys from my youth. Most of you are probably too young to remember things like "Gnip Gnop" or "Merlin", so we'll call those "in jokes" for the very few who would know what they are. Sandbox is really just an experiment in scale, seeing if normally small things could work in a monumental scale. I built almost all of the meshes (except the excellent dead tree and the shrubs) and made a lot of original textures, thus the heavy download. I'm a big fan of LowGrav-InstaGib, so this map tends to work well for that.[/quote] [img]http://www.gamingfiles.com/screenshots/22/files_extra/8799thumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/22/files_extra/8799athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/22/files_extra/8799bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8799cthumb.jpg[/img]
post-apocalyptic world, where anarchy rules and resources are limited; the second being an alternate reality, where our history and the universe evolved into the likes of something none of us have seen. Using these two premises, the developers are capable of expounding on different worlds, weapons, characters, and an evolving plot that the will keep Shattered Oasis on the cutting edge in the gaming community. As with any epic story there are 2 major sides/races/cultures to the story. [b]Compounders[/b] The 'Compounders' strived to live in a secluded harmony, apart from the others they never trusted. They live life as they believe to be best suited for their lifestyles, never imposing on others their beliefs, preferences or politics. The‘Compounders’ excelled in developing technology to harvest the earth and its resources. They set out to live in comfortable peace for as many years as fate would allow. However, peace is a thing of the past and their dream of an oasis has been shattered. [b]Variants[/b] The 'Variants' are a poorer race that scavenge off of the other races to survive in the harsh world that exists. They are not as advanced as the other races yet war is in their blood. They are brutal and immoral. Conflict arises constantly, even within their ranks. Blood, and the ability to wage war is a sport that the ‘Variants’ live, breathe, and excel at. They try to assimilate all other races into their own to further their conquest of The Earth. [b]Gameplay/Gametypes:[/b] [b] SO-Arena – [/b]A place where only the best of the best enter and only THE best exit. SO-Arena is a fast paced 1 vs 1 environment that will test not only the players skill, but their wits too. If they are to survive the arena and claim they are the best of the best. Both skill and wits will be put to the limits. [b]SO-TeamDeathmatch –[/b] 2 teams square off to compete with skill and tactics.SOTDM – This will test each teams ability to work as a team to eliminate the other team. There will be no re-spawning and each team will have to fight to the death to win rounds to be victorious. [b] SO-Deathmatch –[/b]Not much to add other then Mayhem and killing will rule this game-type. [b] SO-Detonation –[/b]The first of our new game-types. With cunning and wit you must conquer your Opponents base. Each team has a power generator that is the object of destruction. The enemy must set the auto destruct trigger off and then the countdown begins. The other team then has 10 seconds to reset the autodestruct to return the generator to normal state. If they do not then it detonates and the Round is won by the other team. Rounds are also won by kill counts should the timer run out. [i]*For the ZIP package, click [url=/file/;25061]here[/url].[/i]
post-apocalyptic world, where anarchy rules and resources are limited; the second being an alternate reality, where our history and the universe evolved into the likes of something none of us have seen. Using these two premises, the developers are capable of expounding on different worlds, weapons, characters, and an evolving plot that the will keep Shattered Oasis on the cutting edge in the gaming community. As with any epic story there are 2 major sides/races/cultures to the story. [b]Compounders[/b] The 'Compounders' strived to live in a secluded harmony, apart from the others they never trusted. They live life as they believe to be best suited for their lifestyles, never imposing on others their beliefs, preferences or politics. The‘Compounders’ excelled in developing technology to harvest the earth and its resources. They set out to live in comfortable peace for as many years as fate would allow. However, peace is a thing of the past and their dream of an oasis has been shattered. [b]Variants[/b] The 'Variants' are a poorer race that scavenge off of the other races to survive in the harsh world that exists. They are not as advanced as the other races yet war is in their blood. They are brutal and immoral. Conflict arises constantly, even within their ranks. Blood, and the ability to wage war is a sport that the ‘Variants’ live, breathe, and excel at. They try to assimilate all other races into their own to further their conquest of The Earth. [b]Gameplay/Gametypes:[/b] [b] SO-Arena – [/b]A place where only the best of the best enter and only THE best exit. SO-Arena is a fast paced 1 vs 1 environment that will test not only the players skill, but their wits too. If they are to survive the arena and claim they are the best of the best. Both skill and wits will be put to the limits. [b]SO-TeamDeathmatch –[/b] 2 teams square off to compete with skill and tactics.SOTDM – This will test each teams ability to work as a team to eliminate the other team. There will be no re-spawning and each team will have to fight to the death to win rounds to be victorious. [b] SO-Deathmatch –[/b]Not much to add other then Mayhem and killing will rule this game-type. [b] SO-Detonation –[/b]The first of our new game-types. With cunning and wit you must conquer your Opponents base. Each team has a power generator that is the object of destruction. The enemy must set the auto destruct trigger off and then the countdown begins. The other team then has 10 seconds to reset the autodestruct to return the generator to normal state. If they do not then it detonates and the Round is won by the other team. Rounds are also won by kill counts should the timer run out. [i]*For the UMOD installer package, click [url=/file/Shattered_Oasis_UMOD;25060]here[/url].[/i]
(took 2 seconds) on the picture below i have filled in the bad bits with grey on so you know what bits are bad on original splashscreen
DM maps and starts off like a DeathMatch, but once first blood is spilled, the killer will then have the flag. The flag holder will regenerate 5 health and 3 adrenaline per second, as well as Unlimited Double Damage for as long as he/she can hold the flag. The flag holder will score one point for every 2 seconds that the flag is held for. The match ends when the goal limit is reached (default is 75 points). There is a radar on the HUD which shows the position of the flag or the flag holder. Flag holders can use the radar to detect enemies within the radius. Players will receive 5 points for killing the flag holder, and can pick up the flag once it has been dropped. In the event that the flag is reset (dropped for too long, or fell out of the level), the next player to make a frag will be the new flag holder. The objective of the game is to get the flag, and most of all, hold it for as long as you can (Hence the name \"Hold it Down\")!! Everyone will be after you, even all the bots, as the AI was reprogrammed to destory the current flag holder.
sneak out of his little rat hole and 'jack my vehicle. WELL NO MORE!!! Thanks to this mutator, once you drive the vehicle, no one from the other team can get in it :) BUT WAIT! Theres more! The author(and I thought this was smart) also made a reverse mutator. instead of locking everything, it UNLOCKS everything, even if that enemy leviathin hasnt been touched, you can hop in and kick their asses with it ;D I love this file!!!! *uses force mind trick* "You will download this file now!" ~Bigshot
placement is good, althought placing the bio-rifle right next to the rocket launcher is kinda an odd choice. I think that this map would be at it's best using Instgib. Overall a fun map.
Made automatics slightly easier to control according to community feedback - Adjusted default field of view - Removed unused "dodge" control from settings page - "Chat Font" setting in HUD menu now affects kill messages - Cleaned out unnecessary preround code - Adjusted some font positions to fit new small font - Updated FAMAS fire sound to sound more like a real 5.56mm cartridge weapon - FAMAS, AK103, XM8, MP7, TMP, MP5, AR70/90 all reduced by 1 damage point per bullet (more strategic firefights!) - Reduced ear-ringing sound from flashbangs Fixed: - Retrieval objective non-working. Fixed. - Speech binds non-working. Fixed. - Strange lockups -- possibly fixed, working on it. - Karma crashes, fixed, to disable karma in next patch set your physics detail to medium or low -- this will avoid the wonky karma GPF's. - Kill message sometimes missing name. Fixed. - When escaping sometimes player couldn't move and gun disappeared. Fixed. - Invisible left-hand weapon in akimbo stuff. Fixed. - Player couldn't switch away from weapon immediately after draining magazine. Fixed. - Jump height and distance too low. Fixed. - Ladders are crappy and hard to use. Made them better, but still have problems. - Actions could be activated underwater. Fixed. - Swim speed too low. Fixed. - Team select menu crashes. Fixed. - Spectator cycling bug. Maybe fixed. - Gameplay stutters when player first appears on screen. Fixed by adjusting precache settings. - Holding primed grenade when new round starts results in losing both grenades. Fixed. - Player models were vertically stretched after import. Fixed. (now look a bit bulkier) - Incorrect team shown in "defected" messages. Fixed. - USP stock and taclight models played silenced sound in 3rd person. Fixed. - Dam water rush continued into next round. Fixed. - Game always said your team lost the match even when you didn't. Fixed. - Disabled taunting while firing - Tweaked network performance on 3rd person weapons to get rid of annoying fire sound/muzzle flash lag Maps: - FO-MIS-Backdoor had layout update - FO-MIS-Dam, FO-MIS-Blizzard, FO-MIS-Backdoor, FO-MIS-Cargo had ladders tweaked for easier use (still suck tho) - FO-MIS-Blizzard had a bad antiportal. Should be fixed now. - FO-MIS-CrimsonSunset had an invisible blocking volume, now removed, collision on telephone lines, fixed. - FO-MIS-DownTownBank had several small meshes with collision, fixed, also removed collision on doorframe to stop people standing on it, and fixed invisible slope in filing room - FO-MIS-DesertRuins][ had several bad meshes, removed, one hillside reduced in size - FO-MIS-OpCan had unreachable ladders and ledges, fixed. - FO-MIS-ArcticShatter had some layout changes - FO-MIS-Initiative had spawn point changes and hole fixed - FO-MIS-MetroCity had lighting changes - FO-MIS-CrimsonSunset had a blocking volume stopping grenades, and a telephone wire with collision. Fixed. - Official support for FO-MIS-DesertCrossing is now dropped. (map scrapped) - Official support for FO-MIS-Resort is now dropped. (map scrapped)
is based on real-world events and environments, with some elements changed to make the game more fun. Team-Based Play: Two teams, Mercenary and Special Ops, battle it out in real-world combat situations with unconventional weaponry. RoundGame Gametype: When a player dies, he spectates until one side eliminates the other. Mission Gametype: Similar to the RoundGame gametype, Mission gives teams a set criteria of objectives they must complete to win the round. Some missions will cause your team to forfeit the round if you don't complete them, so teamwork is a must. Dynamic Movement: Players can crouch-roll or dive-roll to dodge or surprise enemies. Climbing will be later implemented in FO2k4. Medal Bonuses: Medals are awarded to players for achieving certain hurdles. The bonuses they give range depending on difficulty, and can include cash, new attachments, or new attacks. Achieving some medals even allows you access to special weaponry! Credit System: Credits are awarded for killing enemies, completing objectives, or achieving medals, and are used to purchase weaponry and other inventory items. Weapon Management: 6 Seperate inventory slots exist in Frag.Ops -- Melee, Sidearm, Primary, Grenade, Misc #1, Misc #2. Sidearms also include machine pistols. Weapon Attachment System: Every weapon can be upgraded with optional attachments, expanding functionality infinitely. You can even combine attachments and customize your weapons to your exact preference. There are already more than 200 possible loadout combinations! Other Inventory Items: There are different grenades available as extra items, including High Explosive, Flashbangs, and Smokers. Other grenade types are planned but might not be completed before the first public version. Melee and Hand-to-Hand: FO includes a complex melee attack system. The direction you swing/stab depends on the direction the mouse moves. Bladed weapons also use the Clash(tm) system, where well-timed swings and parries can block your opponent's attacks or even counter them, leaving him open for the kill. You can also fight it out with fists, using the same directional attack system. Ragdoll Deaths: Player deaths will use the Karma engine, which causes dead bodies to react to the world in a very realistic way. Every weapon uses its own individual settings for kills, randomly chosen, so every death is different. Dynamic Objects: Grenades can be deflected with gunfire, smacked away with melee weapons, or blown up if they take too much damage. This is just an example of many more dynamic objects to come. Playing Environments: There are 6 official maps to get busy on, ranging from a twilight desert battle to a helicopter crash in a rainy city block. This is a great mod. Check it out!
fast style of play. Would work best with 3-4 people max. This would make a better online map then not due to the fact that the bot pathing could use some work. The other drawback is when using either of the two lifts, be sure that you are on the front part or else you will be crushed. Overall, this is a great first effort from Billy Azizi .
Gryphon, hanging frozen midair, suffering from an eternal curse for defacing this sacred palace. Once ruled by the Ancients as a magical stronghold where humans could harness the power of flight, it now stands as an arena for only the bravest of beings. Thus, here you are, in the New Age of the Tournament, proving yourself to all. Spread your wings - Get ready to be unleashed.
the bots. I also like this room, becuse its really fun for some 1v1. The corridor part is just a long corridor, with some twists and turns, and tonnes of adrenaline pills. The funnest part of the map, and a really fun feature of it, are these platforms, that hover slightly above the ground. You can just on them, and just see where it takes you. On the way there you might squish some bots with it, or headshot them with your lightning gun :D Fun Map, worth a download, just for the platforms.
impossible to get, without mutators or a translocator. You may also take a transport to the next area The next area, is a big box, which I found not very fun. Also i couldnt get out of it without killing myself, so that was kind of annoying. It has some guns, and items, but overall its very plain, and boxy. The rugged terrian part is fun, the box isnt. Downloading it if you want to have some fun fraggin some bots on a hilly landscape.
violent fun and a good sound track to boot. Thanks to Ut2003files too for hosting the WGS site.
seem to work well, anyway i\'ll be glad to know if there\'s any bug (i didn\'t find any during testing time).
give it a more accurate look just for visual pleasure! It has a very simple layout but i think it rocks! I suggest a high frag limit (30 or more).
worked on this project so I want their hard work to get enjoyed by all, and it\'s a sneak peak to show you what\'s in store (but way better of course) for the Ut2004 Wicked Game Server... when it\'s out:) Enjoy and see the readme for more info.
icy stare. For 2Cool a kill is another chill up his spine! [Team skins are included for CTF, etc. Any questions, comments, or suggestions feel free to email me. Thanks.]
practise from afar - Ha Ha - BOOM![/quote]
deathmatch too. I hope you like it. The graphics are really accurate, and the textures have been meticolously aligned just to give the more realistic feeling possible. Anyway, this is only my second map made from scratch so, plz, be patient if there\'s anything you don\'t like![/quote]
tend to do Booster, but Invisible is good as well The health being in alcoves makes it difficult to get during a battle (but not impossible) The author added Adrenaline and Health Vials to the random spawn so it isn\'t too powerful
fight as always... and there is a uber secrect super weapon hidden somewhere in the level. And its up to you to find it.
hand against the EVIL... Skin supports team colors.
enemies of mankind. But now he\'s old stuff. The new robots are - newer. As a kind of respect, Military HQ decided not to deactivate and dismantle him, but to enter him into the Tournament, where he became quickly one of the best fighters. Here, his age doesn\'t count. Only his experience and combat abillities and techniqes. And 55 years of them are by far enough to kick ass!||\"
Match at it's best. There are many exciting visuals, sounds, and secrets, but it is doubted you'll have time to appreciate any of this as the game play is fast and furious in this classic Death Match map rebuilt from the ground up by the Map masters of SniperTek. Final release of the map.
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]
ANOTHER VERSION OF THIS - THIS IS A DIFFERENT ONE. Hence the '2' :)
bad spots, so it was the best I could do. I will be putting out a new MATRIX map, I will release it for UT2003 and UT2004, and if I do another map, it will probably be a Lord of the Rings map, there are so many dark realms to create with a lord of the rings theme. ------ HINTS: ------ There is a redeemer in this map, jump on top of the toilet paper role by link gun and bounce to get amplifier, walk onto the toilet paper roles in upper hill area to bounce over to the sinks (hint on bouncing to the sinks is don\'t push forward, just walk onto the roll of paper) (now i have pushed forward after hitting jump pad to amplifier and worked ok).
player from completely controlling every weapon/powerup and utterly dominating a match. A major problem with 1on1 in UT2K3 are the 30-0 blowouts when there\'s a difference in skill involved. With this in mind, I\'ve placed a keg of health instead of the 100 armor (so the person with map control can not self-damage and hog more armor, and the player at a disadvantage can get a much-needed powerup. Thanks to Masturmate for this great idea.) The basic layout of the map can be described as DM-Gael meets DM-Liandri, but don\'t worry, it\'s not as horrible as that might sound. Visit my website for several gameplay hints/trickjumps that you might not have noticed in the map. A couple rather obvious hints: - You can keep a watch over the rocket launchers, and the shield/keg alcoves from the grates on the floor on the 2nd level. - You can dodge-doublejump from the sniper decks directly on to the ramps leading to the damage amp.
flags, each of which starts in a neutral location somewhere in the middle. Each flag has a designated spot for each team to capture it, and (except in Scavenger mode) flags may be stolen once they are captured. Capture points are marked with a rotating hologram showing the flag's symbol. Press the M key while carrying a flag to see the route to your capture point. The HUD will also show you in which direction the capture point lies.[/quote] Some more maps for this gametype: [url="http://www.uncommonplace.com/games/fdmaps/fd-orbital2.zip"]Orbital 2[/url] [img]http://www.uncommonplace.com/games/flagdomshots/orbital2small.jpg[/img] [url="http://www.uncommonplace.com/games/fdmaps/fd-disclosure.zip"]Disclosure[/url] [img]http://www.uncommonplace.com/games/flagdomshots/disclosuresmall.jpg[/img] [url="http://www.uncommonplace.com/games/fdmaps/fd-canyon.zip"]Canyon[/url] [img]http://www.uncommonplace.com/games/flagdomshots/canyonsmall.jpg[/img] [url="http://www.uncommonplace.com/games/fdmaps/fd-avaris.zip"]Avaris[/url] [img]http://www.uncommonplace.com/games/flagdomshots/avarissmall.jpg[/img] [url="http://www.uncommonplace.com/games/fdmaps/fd-doubledammage.zip"]Double Dammage[/url] [img]http://www.uncommonplace.com/games/flagdomshots/dammagesmall.jpg[/img] [url="http://www.uncommonplace.com/games/fdmaps/fd-techdream.zip"]Tech Dream[/url] [img]http://www.uncommonplace.com/games/flagdomshots/techsmall.jpg[/img]
brief desription. If you\'ve played Counter-Strike you have most likely played that map that all the n00bs like to play, fy_iceworld. Well, this is my version of playing in an enclosed version of it with concrete roof, floor, and walls, with a few modifications. The small hallways that only allow for 2 people side by side makes for some insane close combat with heavy firepower. -2 weapons: Flak Cannon & Rocket Launcher -Stone-like setting of fy_iceworld -Recommended for 4-12 players -Bot supported. -Respawn allows for everyone to spawn at either sides of the map (no team-based spawns) where it could be peaceful or complete carnage. -Lighting is perfect for the map, in my opinion. -3 screenshots included. ***Side Notes*** Music best played in this map is \"Navras\" from \"The Matrix Reloaded\" & \"The Matrix Revolutions\" soundtracks. File is a bit too big to send through email so it will not be included. ***INSTALLATION*** Extract \"DM-fy_stoneworld.ut2\" to \"C:\\UT2003\" (or your game directory) and it will be auto-magically placed in the maps folder. ***About the Author*** XxKenjiYamaguchi XxKenjiYamaguchi@cox.net UT2003 Handle: XxKenjiYamaguchi
Death Match at it\'s best. There are many exciting visuals, sounds, and secrets, but it is doubted you\'ll have time to appreciate any of this as the game play is fast and furious in this classic Death Match map rebuilt from the ground up by the Map masters of SniperTek.[/quote]
team will have one King, and any number of Pawns, Knights, Bishops, Rooks, and Queens. Non-King player classes are bought using credits that are accumulated by fragging other players who are of equal or lower class to your own. A round is won by killing the opposing team's King. At this point a new round will begin, with the highest scoring player on each team becoming the new King. Once the round limit or time limit is reached, the team with the most rounds won will win the match, and a new map will be played. ~-Jnaf
back with another bang, determined to get that total to 2004 and beyond!
raining area, the subterranean caverns and the indoor facility. So you will be in quite different areas when playing through the map. I also think that the architecture (globally, with the three different enviroments) is quite original. Despite the fact that the map has different areas, I planned it to be a map that you can explore it in a short time. I think it's for 4-6 players. It's not oriented for team deathmatch. In this map there many things I tried for the first time in UnrealEd : skybox, outdoor area, outdoor terrain, rain effect, "oceanic water", cavern, coronas, volumes, antiportals, blocking volumes, ... But I think I managed it quite good. :) There are some experiments I have made like triggerable lights when the doors open, trying to make the "outdoor light effect", and also this long-way elevators. (Resident) Anyway, hope you have fun in your ordinary fragfest :) (Resident) May I add as a side note that i had really bad fps with this level, and i have a high end pc. :( (Szico VII)
which keeps the map flowing abit. The only thing I find wrong with this map is the poor performance I got of it and I have a decent computer. This is intended for high end computers it seems...
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
author: [quote]This takes place at a secret location called Fraggenstein. Doctor Frag is working for the United Space Federation security project in the cyborgs division. Here, Cyborgs are at their best! Their body can be destroyed but not their database. They have been progressing in experience for the past decade. You are invited through telepresence to take part in their growing experience. By doing so, you are contributing to their skills, experience, attitude development for higher security in our galaxy.[/quote] -=Shuyin=-
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=-
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
: 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.
wasn\'t breakable.) The part i was most impressed with were the wall/stone textures (are they from Medal of Honour) which gave the map a real atmosphere. :D The other area which I liked was the huge stereo system with tv screens, at the end of the ground floor. Very nice. But then i found the stairs. Utterly pointless, even for sniping, and the texture used completely ruins the rest of the area. It just ruins the feel of the map, because it looks so out of place. :( What else is there to say? Well, this is one of those maps where you either like it or you dont, check it out if it\'s your kind of thing. To conclude on a good note: The fire and lava effects were used very well, pity you cant fall into the lava channels ;) ~Szico VII~
effect is cool, and the skin in general looks pretty neat, if a little random. Just because it doesn\'t look \'that much\' like an xbox, still download it and see what you think of it ;) ~Szico VII~
if during a ClanWar some player disconnect from the server, the mutator automatic pause the game. All in the game will be paused and, differently from the UT\'s normal pause, also the time will be pause. Only spectators, if any, will be able to freely move. When the number of players in game will become normal again, after a countdown, the game will be automatically restarted.
rifle with one similar to the original UT version, and it is rapid fire, which makes a change from the annoying recharge of the stardard sniper rifle. One bad thing apart from the abysmal readme, is that when you walk over the rifle, you dont hear a sound that tells you you have picked it up. It\'s only a little problem but it\'s there. A nice little feature is the infamous \'sniper dot\' - a little red dot appears wherever you aim the rifle. I\'m not sure i like the whit box around the dot in terms of design, but it is still extremely effective. Now, my favourite part of the weapon - The Scope. It looks really realistic and extremely professional. It has scratch marks around the edges, which look very neat but don\'t block your vision. The targeting recticle is accurate, and theres this little message that comes up on it, telling you about reloads, and ready to fire status. Theres also a distance meter, which doesn\'t move but adds to the effect of the weapon. From the outside, this weapon looks very good as well. Just like a sniper rifle with a hi-tech scope should Detailed, Professional, Awesome, and most importantly, fun to play with. Amazing mod One last thing, credit goes to the original makers of this mod, and to all the people who have helped its development - If you ever bring us an update, fix the picking up sound and provide a better readme! (For anyone wondering, its bad because for anyone who doesnt understand the different folders e.t.c, they have no idea where to put the multiple files) [/quote] And now here\'s the update. Not a lot has changed for this version, except for the major fact that it is now 100 times easier to install :D Fender has included both the umod version AND the standard install, for people who have problems with the umod version. He has also included a patch which fixes the \'OMG! there\'s no ammo pickups for this\' problem. Nice Work. The readme is also a lot clearer for people new to the concept of putting all the files in different directories. My one bad point, however small, is that you always start with the weapon, along with the shield gun and assault rifle, making the actual weapon pickup useless. If you make a 1.02, i suggest you get rid of this ;) ~Szico VII~
much about the looks as I didn\'t have much time to take alook around with redeemers flying all over the place, the battle can get pretty hectic. Also you will notice GPrime has gotten better with his mappings skills somewhat.
This has gifted them with amazing speed and agility,not to mention incredible eyesight. Unfortunately there small stature and fragile bones mean they are not able to compete in the Tournament directly. The solution? The BirdofPrey bots. A series of specially designed robots all are piloted (either remotely or onboard) by living Avians. This skinpack contains a hidden character. There are two ways to unlock the character.The first is to use the answer to the following riddle as your key. A maiden fair Of X-Men fame Her love,a monster Her hair aflame When dark came calling She chose a similar name Then head to this address http://www.chrishaynes.com/freakengine/BlackPhoenix and enter the answer as the password. Your login name will be Guest. Download the new Birdobots .upl and use it to replace the existing one to unlock Black Phoenix The second way to unlock Black Phoenix is by digging for buried treasure. If anyone gets frustrated with this game or does not like the idea but still wants to unlock the hidden character please e-mail me and I will gladly tell you how. Good Luck, Dru INSTALLATION: To install this skinpack open your UT2003 folder then just drag and drop the Birdobots.upl file in the system folder and the Birdobots.utx file in the texture folder. To install the bio just copy and paste the following lines into your XPlayers.int file in the system folder. BBBirdofPrey=Name: Bird of Prey|Pilot: Preen K\'reet|Age: 18 years|Race: Avian||Data:|Young and headstrong, Preen is the only Avian competing in the tournament who does not represent a ruling house. Piloting a standard Bird of Prey model he is the upstart the public adores. || BBFalconer=Name: Falconer|Pilot: Thees Wikeel|Age: 24 years|Race: Avian||Data:|Representing House Wikeel, Thees is fast, powerful, and completely fearless. Piloting the Falconer to victory in many past tournaments he returns to the games as the curent Avian champion. || BBRaven=Name: Raven|Pilot: Coret Tut\'skree|Age: 22 years|Race: Avian||Data:|A swift and deadly shadow Coret represents House Tut\'skree. She is introspective and methodical, an expert in tactics. She always plans carefully before acting and she always acts with finality. || BBWarhawk=Name: Warhawk|Pilot: Duktin Sith|Age: 32 years|Race: Avian||Data:|Arrogant to the extreme, Duktin represents Sith House in the tournament. Also a former champion Duktin suffered a humiliating defeat at the hands of Thees Wikeel\'s Falconer. Duktins rage drives him to pursue the Falconer at any cost. || BBOsprey=Name: Osprey|Pilot: Trik Taleen|Age: 33 years|Race: Avian||Data:|The oldest of the Avians in competition, Trik represents House Taleen. Trik is a noble warrior who never seems to get his due. Easily possessing the skills to dominate the tournament, circumstance has often robbed him of his victory. Still, this has taught him one thing : persistence || BBBlackPhoenix=Name: BlackPhoenix|Pilot: Unknown|Age: Unknown|Race: Unknown||Data:|A mysterious figure of Avian legend, Black Phoenix rises again and again to conquer his foes. No one knows who he is, only that he is to be feared. || BBRiddle=This character is locked.|There are two ways to unlock Black Phoenix. The first is to use the answer to the following riddle as your key.||A maiden fair|Of X-Men fame|Her love,a monster|Her hair aflame|When dark came calling|She chose a similar name| |Then head to this address| http://www.chrishaynes.com/freakengine/BlackPhoenix |and enter the answer as the password. Your login name will be Guest. Download the new Birdobots .upl and use it to replace the existing one to unlock Black Phoenix ||The second way to unlock Black Phoenix is by digging for buried treasure.||Good Luck, Dru Ditribution: Please freely distribute this skin only in unmodified form and not for profit. Enjoy!
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]
Tweaked melee weapons to avoid headshots during the start/end of the swing * Tweaked the Inv Proxies * Fixed the blood trails that were coming out of the weapons * Made the damage that the weapons do cause more blood for the sharp weapons (Ie not hammer/mace) * Tweaked melees so they don\'t hurt the first few stages of the swing (they need to build momentum) * Remove the Ability for one pawn to gib another in Duel * Yet another tweak to the proxy inv rules to fix two players controlling one proxy * Reduced power of Kick in Duel Melee only ( to 1/4 stregth ) * Removed ref to trail class in the ChaosDeathWeapon to avoid AN * changed MeleeSword(Instigator.Weapon) ref to MeleeSword(Weapon) on the firemodes to increase compatiblity * Moved the check for 3rd out of the PC and into the weapon as I noticed when your got placed in 1st mode you also always had the sword which tells me its network related, thus moved the 3rd checks into the weapons which you have regaurdless * Fixed the issue were the proxy hud was shown while you were specatating a proxy * Fixed issue with GBRP (GravBeltRandomPickup) Not respawning * Fixed AN in ChaosGames.ChaosMeleeWeapon.Tick * fixed Typo in the exp expo and napalm nades * Fixed issues with Duel letting you start a round with only one player * Fixed issues with Duel adding bots * Added new idle animations * Fixed typo in RandomGravbeltRadom Respawn time * Added random bot engagment counter * Fixed screwup in Duel were the MinNetPlayers were set to 2 not allowing a bot to join to start a match * Fixed it so you were not stuck in 3rd person mode in mappers choice when you had a non-melee weapon * Fixed exploit so if you get hit your melee weapon attachment stops looking for hits * Removed some AN in Gravbelt Tick on Clients * Limited Duel Round limits to be no more than 360 seconds * Add server debug logging * Used Mel\'s move of moving bHindView to SpecialCalcView * Removed a MinNetPlayers=2 in Duel * Removed Tick in ChaosMeleeWeapon that was forcing behind view * Changed Duel AI Tab to have Duel Round time in SECONDS * Fix in for Duel not loading up proper defaults on a fresh install * Adjusted \'x Proxies Left\' position on Proxy HUD. Proxies don\'t see through walls. * Placed more checks to ensure correct BehindView mode on weapons. * Added extra checks for stray attachments that aren\'t being removed. * Removed PutDown from Duel state changes. * Fixed issues with the Claw2 not playing the correct firing sound (on-line issue only) * Allow random gravbelt in melee game(mut) * Color Stance-O-Meter in melee and mapper modes. * Tweaked the duck-jump so you must \'rest\' for 1.5 seconds between each attempt at it * Fixed issues with the altNeedleproj staying around during the wait between duel rounds * Fixed issue with the RandomGravbelt spawning in a sleeping state ============================================================ Players of Duel take note! There have been changes in v2.01! Round Time is now set in Seconds! Not minutes. If you put a \'2\' in there, you will get 2 second rounds! In addition, max Round Time is now 360 seconds. Also, there are some gameplay improvements in this patch! No longer will you get headshots with the start and/or finish of your swing. Or even do much damage for that matter, you now must \'build momentum\' in your swing. And when playing melee Duel, with the Chaos mutator running, the power of the kick has been greatly reduced, to promote more in-your-face action. We have also added a forced \'rest\' inbetween forward-lunge maneuvers, to prevent the rapid \'bunny-hopping\' around the maps. And no longer will you see the telefrag bug in melee fighting, it has been killed.
and it is rapid fire, which makes a change from the annoying recharge of the stardard sniper rifle. One bad thing apart from the abysmal readme, is that when you walk over the rifle, you dont hear a sound that tells you you have picked it up. It's only a little problem but it's there. A nice little feature is the infamous 'sniper dot' - a little red dot appears wherever you aim the rifle. I'm not sure i like the whit box around the dot in terms of design, but it is still extremely effective. Now, my favourite part of the weapon - The Scope. It looks really realistic and extremely professional. It has scratch marks around the edges, which look very neat but don't block your vision. The targeting recticle is accurate, and theres this little message that comes up on it, telling you about reloads, and ready to fire status. Theres also a distance meter, which doesn't move but adds to the effect of the weapon. From the outside, this weapon looks very good as well. Just like a sniper rifle with a hi-tech scope should :) Detailed, Professional, Awesome, and most importantly, fun to play with. Amazing mod ;) One last thing, credit goes to the original makers of this mod, and to all the people who have helped its development - If you ever bring us an update, fix the picking up sound and provide a better readme! (For anyone wondering, its bad because for anyone who doesnt understand the different folders e.t.c, they have no idea where to put the multiple files) :D ~Szico VII~
enemy rocket will send you on a long journey downwards. Can't bother to mess around with it anymore, altough it might still need some work. So here we go: a medium sized arena on top of a very high tower. I'm very proud of the skybox. :D[/quote]
gameplay. Many servers host DeathBall games, and are very easy to find. Nice models, nice gameplay, overall very awesome. This is basically Bombing Run, cept its 10X better. Think of it as soccer, you have the ball, and you try to score. Your objective when defending, is to kill the people with the ball, and to make sure nobody but the people on your team get the ball. Many maps, with people still making them. Much support on how to make maps on their website. For alot more detail and information visit their website, particularily their about page. Download Now! *To play the Tennis gametype, you will need the Epic Bonus Pack. **All screenies are property of Team Vortex and DeathBall.net
he also has red blood and (oddly) a human skeleton. I should have this fixed before the nest release! I put in blue eyes and smoothed out areas of skin to add to the "Hybrid" concept. He now has team colors, each color bearing distinct markings. The red skin looks like a Christmas skin on purpose, just to let you know, but it's not too Christmas-ish to use everyday! The FFA armor is gold, and when I figure out how, I'm gonna apply a shader to it!
many hiding places. Really, get low gravity and translocator, it will make this map alot more fun. Its got new music as well, although you cant hear it at an audible level the whole time, but its new :).
into that canoe! (I think that\'s how you spell it...) You might get shot by an arrow!
creates an uplift for the bird immediately following. By fling in a \"V\" formation, the whole flock adds at least 71 percent greater flying range that if each bird flew on its own. People who share a common direction and sense of community can get where they are going more quickly and easily, because they are traveling on the thrust of one another. Finally--and this is important--when a goose gets sick or is wounded by gunshot, and falls out of formation, two other geese fall out with that goose and follow it down to lend help and protection. They stay with the fallen goose until it is able to fly or until it dies; and only then do they launch out on their own, or with another formation to catch up with their own group. [/quote]
against the desecration brought by the Tournament.[/quote]
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!
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]
for splatting others to a pulp. Won\'t be too easy to get the flags, team work is a must on this level.
lift next to the two large container gets you higher than the 5 other ones.[/quote]
tell it\'s not for a full fledged DM. The map is very simple. Not much to look at but I suppose the square rooms with gaps in the floor have their jumping training purposes. There are 10 training rooms. These room are: Jump. Double Jump Up. Double Jump Distance. Dodge Jump. Ramp Jump. Wall Jump. Lift Jump. Shield Gun Jump. Goo Jump. Wall dodge\\Shield gun landing. I\'m not sure if that\'s the order they come in but I know they are up until dodge jump (that\'s as far as I could make it). I think you could have fun trying to get through all the rooms. So have fun testing your jump abilities! -LorDdisorder-
Botmatch Player Count : 2 TO 6 Custom Meshes : YES Custom Textures : YES Custom Music : YES Custom Sounds : No Weapons : Instagib only Powerups : None
awesome layout that I would reccomend 6-8 players on. New static meshes, textures, and sounds. With a nice I-dont-know-how-to-describe-it look, this is truly a work of art. Very fun as well, has a nice Ghost Recon type feel to it. Full bot support included as well. Have fun.
as listed on RoAR\'s homepage: -Assault gametype for ut2k3 Full bot support Maps reseting without reloading after first part -12 maps: ASR-Frigate ASR-Rook ASR-IceFieldz ASR-Bengtskar ASR-AloriaCavern ASR-DDay ASR-Complex ASR-Rise ASR-GrandCanyon ASR-AtzMazon ASR-An00bis ASR-Highbomb -Cool mutators: Mininstagib (minigun and instagib in one) Strangelove (simple SL fly on the redeemer) Assault Invasion (turns AS into coop). Keep Shieldgun (used with IG to keep the Shieldgun) and others... -Hours of fun. Go and download this mod, as I feel its one of the more fun ones, and has some real quality maps.
different ones. I would reccomend this map for 1vs1 matches, its a nice map for that.
these in the past 2 days, and I am beginning to wonder if anyone actually makes their own skins.... :( However, as reskins go, this isn't bad. It looks alright, plays fine and adds a spark for people who want a change from the normal skins, but dont want to lose the 'UT2003 feel' Apart from this, theres nothing else new though, so I'll close here. ;) ~Szico VII~
understand layout, very entertaining. This is a bit of a system hog though, not too bad but if you are doing big multiplayer I would reccomend having a good system.
brilliant skin, model, because its not really that different from other skins, especially the 'Motig' model, seeing as it stands out so much. I don't understand the name, but I'm not gonna complain about that :) A worthy skin to add to your collections, especially seeing as this is the authors first skin for UT2003. Perhaps next time we can see a more custom skin, instead of a redraft of a premade one? I look forward to it. ~Szico VII~
you're looking for some variety in your games. Keep skinning Exterminator, and perhaps start to make some other UT2003 remakes. ~Szico VII~
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~
GUI" is a small software that helps you to organize and start your own dedicated server for Unreal Tournament 2003. It's a graphical interface that saves you from editing the long, long server INI files. A huge load of settings can be configured with checkboxes and buttons. Afterwards the tool will take the values and place them into the INI file. You can save existing server configurations in UDS files (*.uds). The tool has included a lot of nice features, e.g. the new "Mutator Browser v2.0", that is included since version 1.70 has released. This tool helps you to browse mutators and adds them to your game. It's all 100% compatible with the new server version 2225. The inofficial gametypes "Deathball" and "King of the Hill" are supported too! The new version is able to write Batch files (*.bat) to start a server configuration with only one click.
napalm grenades The Claw2 - fires Laser Trip Mines, Proxy Mines, & Needlers The ChaosUT Tactically Enhanced Ripper - ( aka the C.U.T.T.E.R. ) Enhanced Rail Delivery Weapon ( aka ERDW ) The Chaos Sniper Rifle v2 - w/ normal and Rocket Propelled Bullets Gravity Vortex Launcher Melee Weapons (for Duel Game Type): Long Tooth Daggers Templar Long Axe Double Axe Bastard Sword Mace Katana War Hammer Items & Features in PR2 ============================ King Of The Hill game type ( aka KOTH ) Chaos Duel game type Grappling Hook Anti Gravity Belt InvasionProxy Chaos Armor Shards Jump Boots the Kick - ability to kick players and objects Respawn Protection Spray Paint feature Talk Icons Low-health Heart Beat Sounds Tombstones Lens-flare effect - on maps with Sunlight Actor Spectator button - go to spectator mode w/o disconnecting from server Remote WebAdmin access to Chaos configs CUT2 Menus/Config Screens CUT2 News Tab in menu - regular updates from the Chaos team, right from your game!
Launcher - w/ normal, poison, flash, and napalm grenades The Claw2 - fires Laser Trip Mines, Proxy Mines, & Needlers The ChaosUT Tactically Enhanced Ripper - ( aka the C.U.T.T.E.R. ) Enhanced Rail Delivery Weapon ( aka ERDW ) The Chaos Sniper Rifle v2 - w/ normal and Rocket Propelled Bullets Gravity Vortex Launcher Melee Weapons (for Duel Game Type): Long Tooth Daggers Templar Long Axe Double Axe Bastard Sword Mace Katana War Hammer Items & Features in PR2 ============================ King Of The Hill game type ( aka KOTH ) Chaos Duel game type Grappling Hook Anti Gravity Belt InvasionProxy Chaos Armor Shards Jump Boots the Kick - ability to kick players and objects Respawn Protection Spray Paint feature Talk Icons Low-health Heart Beat Sounds Tombstones Lens-flare effect - on maps with Sunlight Actor Spectator button - go to spectator mode w/o disconnecting from server Remote WebAdmin access to Chaos configs CUT2 Menus/Config Screens CUT2 News Tab in menu - regular updates from the Chaos team, right from your game!
non-exxessive version of this mutator, and this one looks even cooler!
short but cool preview. It really caught my eye, I think I\'m looking forward to this mod.
latest updates and changes for Troopers: Dawn of Destiny, be sure and check the link below: http://ut2003files.com/file.news?ID=7538
servers-only package. For the latest info on Troopers: Dawn of Destiny, be sure and check out the news post below: http://ut2003files.com/file.news?ID=7538
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~
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~
you with all of the EO weapons, which is a total remake of all the weapons in UT2003. Weapons have been altered, some more thanother, and their shot rates and damages have been altered to make the game a fast paced blood bath! Whether you\'re an Excessive Overkill veteran or are just looking for one of the best weapon mods for UT, then look no further! Check it out, let us know what you think! Note: Yes, this is a Umod, if you have a problem running Umods (PC Users only), be sure and check out the Umod utilty in our files section, where you can easily extract the files from the Umod without having to run it through UT2003.
Quake years, and was referred to as the \"Amok\" class, which spawned a whole race of maps for Quake. This map is nice because it doesn\'t follow the norms, but it\'s lack of design is... Well... Lacking? It\'s kind of an eye sore to look at, but it is a fun map to play, check it out and let us know what you think!
stuff here... It's cool, but I think she's got more muscle groups then exist on the human body, but don't quote me on that. Nice skin though, I'm not one to argue sinse I doubt I could ever do better, but damn man... Look at her... Okay, check her out and let us know what you think!
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!
because now you can extract whatever files you want from the Umod. This is nice if you just wanted to check the contents of a UMod, or if you\'re one of those PC users who run into that registry bug that renders you unable to quickly execute UMod files (Which is fixeable). The UModBrowser is a nice little utility and is worth the download, check it out!
to enjoy in the game, but I still love this skin!
otherwise happen anyway. I like it though, heh.
touch it up a bit, nice map, still, but it really needs bot support. Check it out and throw your two cents in.
maps that let you know that they are indoors, i.e., windows with rain outside or the like... Anyway, if you don't have Deathball, or had it and lost it then be sure and check out the link below for version 1.9 of Deathball! http://www.deathball.net/
is best playing Invasion on, but tends to be harder than most because of the dunes, they tend to induce more damage to the player because of the dunes... Anyway, it\'s a nice map, check it out and let us know what you think!
the mouse as fast as you want to fire the weapon as fast as you want. The higher the power in the gun itself, the more damage it deals. The recharge rates is pretty high, so you\'re not struggling too much with trying to kill others. Bots seem to make awkward use of the weapon, the damage is low, but they will occasionally fire in bursts, but don\'t seem to make good use of it. This mutator\'s a lot of fun, nevertheless, and I would think it\'d make a good substitute for the ESR in an Invasion match. Check it out, let us know what you think!
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!
to make good use of it... The design is very unique though, and is a beautiful map all around, check it out and let us know what you think!
few, but the skins look different. The weapons take a fresh approach to making them unique, a mortar cannon\'s (Flak Gun) shot can be charged up to increase it\'s range, the secondary uses a camera inside the mortar itself and you can watch it from a bird\'s-eye view. Another weapon, the Thermal Blaster (Starting weapon), has a unique dual primary and secondary fire, primary fires the left side, while the secondary files the right, and you can fire both at the same time. This weapon mod is a must have!! It\'s ton of fun to play!
Cinder plant ajacent to the original become the replacement. Its time to dominate Cinder 2.............Credit to Cliffy B the author of the original DOM-Cinder\"[/quote]
grittiesof what was all changed.
more waves, and customize each one to your liking. In addition, it also adds a few new monters to the roster. Including the Queen, the Stone Titan, and the Giant Gasbag. These monsters will have you on edge as they are all very powerful, and very bloodthirsty. The Titan is so powerful, that it requires two shots with the Enhanced Shock Rifle to kill it. Happy hunting! Note that there is a network performance bug with the Titan\'s rock attack. It\'s been stated in the readme and may be fixed in later version.
accessing an enemy\'s base. Awsome map Syphir, keep up the great work!
Shadey Acres mental hospital and is now roaming the galaxy for unsuspecting UT2003 contestants. Watch your back with this guy, he plays dirty!
of the same bells and whistles as the next one, but the lower polys were kind of a letdown for me, I\'m a steckler when it comes to detail, and it was lacking in that department. However, it is a nice map, very cool, and worth the download, or just really like bathrooms.... For a few more tidbits about the map, be sure and check out the readme file. Enjoy!
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!
and the size, only around 6mb, makes this a worthwhile download. Let us know what you think!
great! Check it out and let us know what you think! \"Little else is known about this disturbed individual, but if he offers you some \"sweet meat\", you would be wise to decline, and exit the area immediately.\"
I didn\'t care for this mod too much because of the weapon damage, which is extremely high - you can die from 1~2 hits with any weapon. I\'m not against the realism, but it doesn\'t make it very fun when you run around for 2 to 3 minutes and get waxed by some guy a mile away that you didn\'t even know was there. There\'s a few features in the game that are being planned but aren\'t implemented yet, including a much needed voice chat ability, and mutlipurpose vehicles. Both of which will be available following the release of UT2004. Fun seems to have taken a backseat to realism in this mod. There are no cross hairs for you to gauge your shots from, so you\'re always shooting from the hip. The only guy I was able to play as was a standard soldier, which came with grenades and a machine gun of sorts. The Iron Site aiming was atrotious, all it does is takes your normal view, puts an annoying iron site (your gun barrel, basically), and narrows your vision. There\'s no zooming or increased site range of any kind. Also, you don\'t get back up pistols, which I guess is okay sinse the corpses that litter the grounds leave plenty of ammo for the taking. But the classes you can play as don\'t offer much of a variety, and when servers strictly limit the variety, well, it\'s not much fun at all actually. It was frustrating navigating some maps, and mission objectives seemed vague and non-descript at times. Telling your opponents from teammates was difficult and team killing seemed common place. I\'d really like to see this mod be more like Return to Castle Wolfenstein, only better, it needs more functional classes, more weapon variety, and a tone down of the weapons... Anyway, if you havent\' t tried it yet, check it out, and post your comments!
been altered by Tim and resubmitted. This new version has had some of the bot paths altered to make them a little smarter, and has also had a few weapons relocated to speed things up. However, the attitude of this guy is that he gets a majority of the credit for making this map, although all he did was edit something else someone else made (read the credits below), that alone doesn't get much praise from me. ================================= ===================================== === A Map Review By :agent:Syphir === === DM-TIM-Q1DM4 === === Created By Wormslayer, Edited by Tim === ===================================== A remake of a classic Quake map, well recreated by Wormslayer and then edited by Tim. Although I do not even touch Quake, I do respect the maps that have been created for it. This, on the UT200X side, is a 1 vs 1 DM map, and I must say it is very well done. It takes the fast-paced approach while maintaining complex turns, lave pits and narrow walkways! ------------------------------------- Texture Usage: I must admit that the texture use is very dynamic and made the map extremely atmospheric. I found close to NO misalignments, and there are no pointless textures. Texture Usage: 10/10 ------------------------------------- Architecture: I enjoyed the arcitectural design in the map, such as the grate effect on the walkways, and the liquid effect on the teleporters. And best part, there wasn't a rediculous IN-YOUR face like alot of maps now days. There wasn't too much or too little effects in this map. Architecture: 10/10 ------------------------------------- Layout: As with a layout, this map is wIeRd. It is like a maze, and is very narrow. If you manage to get your greasy hands on a flak you could insantly own! But there are also lavapit-filled rooms, which are always intense! Layout: 8/10 ------------------------------------- Lighting: The lighting, although only three colors, is extremely dynamic and meshes well with the map. Purple blue and brown are quit effiecient in this map =) Lighting: 8/10 ------------------------------------- Overall: Textures: 10/10 Architecture: 10/10 Layout: 8/10 Lighting: 8/10 Weapon Usage: 6/10 Total: 43/50 42 - Fantastic 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: Although it's not my taste, it is definetly a great 1vs1 map. Worth the download for all Quake fans and veterans, and for all 1vs1 players out there!
portion of the wallpaper is on the left-hand side of the image, which is nice so that it doesn\'t blend in with your desktop icons. So it\'s functional and stylish! If you liked this, then be sure and check out Loric\'s skinpack for Xenon! http://ut2003files.com/file.info?ID=19612 Check it out, let us know what you think!
you can see the chart in the Zip file included. The skin isn't a new skin as much as it is a recolored one, and a very excellent job if I might add. Very worth the download, great job Godshand!
no time! This is in MP3 format, you can enjoy it with your favorite MP3 player, but if you wish to use it ingame, you'll need to convert it to the Ogg Vorbis format. There's a program you can download to easily convert this or any other Mp3 into an Ogg, or vise versa, it's called dbPowerAmp. It's free and it's pretty handy, I've had some bugs with it before, but it's a pretty rock solid converter, but I still like my WinAmp to play them. You can download dbPowerAmp at http://www.dbpoweramp.com
Mortar. Here\'s a list of changes for version 6: * More range for shotguns * MG Much more blast radius on primary, and no blast radius on secondary. * Guass bayonet muzzle flash fixed. * Recoil reduced on all guns, still some but alt fire is easier to fire now. * Defender Black now an auto shotgun, fires 3 heavy shots, each fire makes the Defender Black relevants again as it was pointless next to the Camo version. * Tweaks to weapon effectiveness -- weapons are now more balanced. * The 5 new weapon addons. * Secondary Fire Flak Fire mode. * Fixed select sound which was very long and annoying. * Custom ammo meshes for Mortar, 105MM Howitzer, Silenced SMG, and the Nexus Assault Rifle. * Tweaked mutator code fixed a bug. * Fixed reload sounds and animations. * Fixed some third person display issues.
know what you think!
exagorated in the use of static meshes, and you might find your FPS sinking like a rock as you run around. Nice map though, it\'s worth the download. Let us know what you think!
The layout is unique, nice to see a fresh approach to a map. Great job HERO-B-IN! Be sure and post your opinions and vote below! P.S - If anyone can\'t get this map to run because of a missing file, I\'m going to kick you in the nuts HERO...
UT2003 installation directory, and load it with the in-game music menu, or load it up in your favorite Ogg compatable audio player, enjoy!
entire map with the Instagib Rifle. It also makes the appearance of the instagib rifle\'s blast a more UT style of explosion upon impact. The boosting effect is also configurable. This doesn\'t replace the Instagib mutator though, so you\'ll need the Instagib mutator selected, including this one. It also removes the player ghost effect when players die. When striking a player, they\'ll either be gibbletized or simply dissapear. Anyway, check it out, let us know what you think.
anyway, so check it out! This pack comes with two images, a 1024x768 version and a 1600x1200 version.
terrain. The map isn\'t very attractive as far as textures go, but the tornados make things interesting. Check it out, let us know what you think!
mod (If you haven\'t already), then install the patch from the Zip file, which will have the directories already specified, but you can put them there manually as well. Need FaceOff? No Problem! Check out the link below. http://ut2003files.com/file.info?ID=16286
Worth the download (Or re-download), let us know what y ou think, be sure and vote and post your feedback below!
play CTF with DM, BR, DOM maps with the radar on. Also includes Godz maps, ChaosUT maps, and so on. It can have some adverse side effects as it modifies the maps, it adds flags and health depots (FaceOff), and changes a few other things in the maps. So this can sometimes cause serious bugs or flat out crashing problems with the maps. So it\'s a kind of use-at-your-own-risk kind of mod.
Check it out, let us know what you think!
fun if you liked tricky fast-paced maps!
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!
Titan, the Queen, and the Mercenary. The Queen has some bugs however, and doesn't behave correctly. The Titan is beyond godlike, he's so strong that it takes TWO shots with the Instagib rifle to kill it, and the Mercenary... Well he's a mercenary... So check it out for yourself, let us know what you think!
included, so maybe there\'s more than meets the eye, check it out and let us know what you think!
opinions/suggestions below, and post your vote as well!
If you\'d like to submit a real screenshot for this map we\'d be more than happy to accept it. Please feel free to throw your two cents in regarding the map, likes, dislikes, any bugs?
automated dedicated server for UT2003.
boasts a polycount Far higher than any other model out there. The Skin of this model comes in three different versions ,a Basic version , a moderate version , and a fancy Wow-thats-a Shiny Skin version. All of the skins are nicely done , but the lack of teamskins is somewhat depressing , especially considering the amount of times this model has been released.There Is one drawback however , in that the model's polycount is so high , that when too many people are using it in the same game , there can be noticable slowdown , even on my machine (which , for those of you out there who don't know , is a dual processor behemoth). The Bottom line , A highly detailed model with an amazing level of quality , although , on some machines , it may be too much. -Pepito
contains some pretty complex panners and shaders so it may not work on some video cards.I have included \"fallback material\" though so you can still use it just without the all the flash.[/quote] Cpmments? Post them Below!
[/quote] Comments? Post them below!
another one. If you frag with all the shooting weapons, you have only the shield gun left. But when you respawn, you\'re again with all the guns and the adrenaline. The rules make you change your weapons and playing style. Will you begin with the rocket launcher(but you\'ll lose it quite quickly if you\'re good enough) or you\'ll save it for the future? Your choise. The mutator is compatible with all the UT2003 gametypes and it makes important changes to most of them. The 1on1 matches are completely different now. The Last Man Standing, Invasion and Mutant are more difficult with it. Use your weapons smartly, because you can frag with them only once per spawn.[/quote] This looks pretty cool, IMO. Should prevent people from going around whoring with the Flak and rocket :D. Has a real cool idea. Comments? Post them below!
position in the nalicity hotlist (rating 8 on this site). The structure is so different from the classical maps made up by simple squared rooms/corridors/ramps that gives at the level his personal identity, looking more like a cell structure. The construction of the map has been very long (it took me months to create it) because I have kept the old structure of the map, so it creates a new level thought for particular static meshes that is more simple than adapting an old structure that present a great number of bonds that you must use in a creative mode. I think that the level is quite original, for the new textures, the new static meshes, and for spaces. The gameplay is also quite original and fun. I\'m satisfied with the result and I hope that you will appreciate it too. Enjoy the map :)[/quote] Comments? Post them Below!
matches like hawks, in hopes of discovering the next great crowd-pleaser. Legend has it that the infamous Necris combatant Loque perfected his godlike aim here. SERIOUS DESCRIPTION: An open deathmatch arena, built for 1-on-1 or 2-on-2 team combat. If you crossed DM-Leviathan with DM-Gael, mixed in the lightning gun room in DM-Asbestos, and threw in a hint of Deck16, you\'d get something like this.[/quote]
forehead. Can\'t quit.
a beta the map will be improved!!![/quote] [quote]Space themed map with lots of jumping,the map is great,but I had problems making the AI paths ,I always got an error, If you want to change the paths be free to do so.[/quote] I dunno about you guys, but making a crap map in response to other maps you find bad doesn\'t seem like the best logic.
be sure to give some feedback! :) *WaR>LoCk*
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
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...\"
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!
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!
stunning piece of work, be sure to vote and post your opinions regarding it, we want to know what you think!
straight path. Let us know what you think! Many thanks to Chaos7 for the map!
Doubt it, probably just a wierd angle or something. Anyway, check it out, let us know what you think! Many thanks goes out to Paras for yet another great model!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
when you try it! Be sure and let us know what you think! Vote on this file and post your opinions!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
the place though, from castle, to gothic, to futuristic, but it blends pretty nice. This map plays at a good pace, but I didn't like the weapon placement, since there was none in the area where you always seem to spawn :(. Once you get in the area where the weapons are though, it moves fast, since the access ways are very narrow :D. I liked the way this map was done. Its simple, and it looks nice. It has a good flow. It's worth a download, and now I'm interested in the other maps made by this author :). -DoomStalker
description up as soon as possible!
description up as soon as possible!
the 2 pipes about??? they lead you to nowhere... apart from them... a very good map! ;) *WaR>LoCk*
plaything, usually taking the shape of a young woman.
anyone can confirm this or would like to test it out and confirm or deny this with me, please feel free to do so. If you\'re worried it might cause problems and aren\'t really sure how to undo any potential damage, you may want to steer away from this one...
ammo to be picked up. There are some health pickups, a few 25+ and a few 5+ healths. The lighting is pretty cool, looks like some sort of surreal factory (good thing ;)). The windows have a nice view, with a sort of rack of bodies, that looks deceptively big. This map looks pretty good, the texures and meshes go very well together. My only complaint is that al the weapons are located in the same area; I'd have prefered them to be spread out. In the end, this map offers a nice quick, fast flowing round of DM. Good stuff, I hope FuzzleBunny will make another map, cause this one was pretty fun.
levels to give it an edge. The map is also beautifuly done. With several levels in the map, including a water pit in the bottom, there's plenty of nooks and crannies to explore. The floors are accented with grates, so you can actually watch for your opponents in the upper levels without constantly scouting. This map is an excellent deathmatch map and is definately worth the download! Let us know what you think, keep those comments coming!
average , the geometry of each model is slightly lower than that of stock UT2K3 models , but thats hardly an issue , considering that clipping errors , and odd mesh deformations are nowhere to be seen. Each model comes with a unique skin(no teamskins though) and all of them are aeshetically pleasing. The variety of zombies here isvery nice. The bottom line, another one of EE's incredible model packs , all wrapped up in a nice 5mb file. quantity alone should be reason enough to download this set. -Pepito
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.
except the redeemer and ion painter (because frankly they add nothing to it)~To be reviewed by the map reviewing staff
tournament! ~To be reviewed by the map reviewing staff
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
player bumps the healthbot, he becomes it\'s master. The Healthbot will become more loyal over time. After a short period of time, it will heal it\'s master when needed up too 150; Given more time, the Healthbot will help defend it\'s master in battle; and when the Healthbot has full loyalty, it will be able to heal up to 199.
Furthermore they intend to take control of the canals and control the flow of resources in this sector, which will disrupt supplylines to our forces further downriver. You have two mission objectives. First, you must take control of and hold the generators in this sector. Secondly, you must gain control of the canals and keep the supplies flowing. ~To be reviewed by the map reviewing staff
\UT2003\Maps, .ogg files go to \UT2003\Music, and so on. [*] You can uninstall maps you installed with UT2k2Mi. It won't remove shared files if other maps still needs them. [*] UT2k3Mi can also install files from your UT2k3\Cache-folder. It searches through a Map's header to see if any companion cache files need to be installed. If such files are in the Cache folder, they will be installed as well. [*] Support for .uz file compression and decompression. [*] View the contents in a .rar- or .zip-file. View included text files, screenshots and play .ogg files. [*] Launch demos recorded in UT2003.
regular expression. either case sensitive or not. [*]you can build your own filters for the serverlist - based on several server-properties (e.g. gametype - so you can build your list of current [insert your mod here]-servers [with at least x players on them and an average ping below y and ... ] - you get the idea) [*]it ignores bots - so you get the real number of human players on the server [*]it supports UTclassic and UT2003 (even both together, if you have both installed) [*]it maintains a local server-cache, where the servers are sorted by \"quality\" - so servers, with a low average ping and a lot of buddies found on them in the past, will be scanned before the ones that didn\'t respond, roughly explained - you get the idea - in fact, you don\'t have to contact the masterserver each time you want to use the tool. the result is: you get the \"interesting\" servers scanned first and can go get some frags immediately (which is what you\'d eventually like to do when using this tool) [*]all those little things, that actually make an application useful (double-click a server to join, ctrl-c to copy selected serverproperties (e.g. the address), a lot of options to configure it\'s behavior, server- and player-lists are sortable (click the table-headers), autodetection of installed games, optionally it checks your dialup-connection before performing any internet-related actions, timer triggered refresh, supports WinXP-styles, etc etc etc...) [*]it\'s free, fast and has a simple, intuitive user interface [*]lastly, it\'s developed by a person that\'s open for enhancement-requests and new ideas - actually this thing should be useful to as many people possible
given a Translocator and Drone Gun. Firing the Drone Gun places a Drone at that spot, which will fire according to your configuration. Firing the Drone Gun again recalls the Drone and you can place it somewhere else. While your Practice weapon is selected a listing will be displayed on the HUD showing your current number of sequential hits, your record number of sequential hits, and your accuracy. Record number of sequential hits is saved for later games.
playing with AOTTC is like playing with fire, if you aren\'t careful you might get burnt, or singed, or possibly just smell like smoke.
will make a new skinpack with this model ~Brawler
copyrighted by 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. DM-(IN) Blue World][ 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.~To be reviewed by the map reviewing staff
the other clans and was forgotten over the years. Recovered by one of the most famous warrior, Betalus became a very popular fighting place for the Tournaments. - This map is designed for fast and furious gameplay for 2-6 players. GL & HF~To be reviewed by the map reviewing staff
amongst the aceademic community are those that dare to suggest that there is truth behind the rumour that Liandri corp has held position of the legendary \"Temple of the Snake\" for years, and uses it as a secret deathmatch location for the entertainment of those of extreme wealth.~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.
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
`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.
in the hole. Neat ragdoll effects too.~To be reviewed by the map reviewing staff
not-so-obvious paths. Seize the high ground, defend your flag and fight the uphill battle to the other teams base. Good luck! You\'ll need it.~To be reviewed by the map reviewing staff
atmosphere.~To be reviewed by the map reviewing staff
battlefields.After she has finished her missions all she has left behind her was silence. An unendingly silence which frightens the strongest fighter.Are you ready for the silence???
battlefields.After he has finished his missions all he has left behind him was silence. An unendingly silence which frightens the strongest fighter.Are you ready for the silence???
errors between the legs and arms/legs and the back of the skirt. but these don't detract all too much from the quality of the model. The skin is nicely detailed , and generally looks good. The bottom line , A very nice model , possessing a style new to Ut2k3. -Pepito
=== ===================================== 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.
fire shock balls according to your configuration. Firing the Drone Gun again recalls the Drone and you can place it somewhere else. Drones can be be configured for pitch offset, pitch range, yaw range, firing rate and firing rate variation. The shock balls will not damage you, however the combos will.
is no chivalry here - no manners and no mercy To be reviewed....
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....
eternity... Supposedly, this arena in the outer reaches of the solar system has been used occasionally by the Liandri but was very unpopular. And so they decited to redecorate it but they never finished the redecoration. Soon it became lost to \"civilisation\", but the world\'s inhabitants still use it for (un)friendly weekend gatherings.
governments, but between two megacorps: Liandri Mining and Izenaki. Both seeking after Purgatory\'s mineral resources, and landing at about the same time, they fought a harsh and hot battle for the few patches of actual land on the lava-planet. Scorch Outpost is a remainder of this war, built by Liandri as a stronghold to defend a key-position between two mountains. Most of it destroyed in Izenaki\'s last and rather fruitless attack, the remaining parts were slightly modified and are now employed by Liandri as a dueling arena.
gameplay. To be reviewed....
Arena.~To be reviewed by the map reviewing staff
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
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
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
the desecration brought by the Tournament.~To be reviewed by the map reviewing staff
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
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
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
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
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
Zoom Instagib share a slot) Set any slot to be a weapon that the players start with. [b]SwitchArsenal Items-[/b] Alter the pickup items in the game. Replace the eight item types. (3 Health, 2 Shield, Double Damage, Adrenaline, and WildCard) [b]SwitchArsenal Classes- [/b]Create a custom class-based game. Designed to work on top of other gametypes. Class is selected with a special weapon. Special abilities can be granted through inventory items. SwitchArsenal Weapons and SwitchArsenal Items utilize random sets. Random sets can generate different items each match, or spawn different items dynamically. Set up to eight items, plus an ammo type for each random set. [b][u][i]Other Features[/i][/u][/b] ---------------------------------- Creation and usage of presets for quick selection of your favorite configurations. Supports many third party weapon mods. See the webpage for compatibility stats and workarounds. Supports the placement of non-weapon pickups in weapon bases and weapons in non-weapon pickup bases. GUI Interface and WebAdmin application both available for configuring the mutators. ~Highly recommended
smaller shells that sprout out randomly. This means they can sprout towards basicaly ANYWHERE! Useless to say do not point at a wall right in front of you.~Recommended
smaller shells that sprout out randomly. This means they can sprout towards basicaly ANYWHERE! Useless to say do not point at a wall right in front of you.~Recommended
battlefields.After he has finished his missions all he has left behind him was silence. An unendingly silence which frightens the strongest fighter.Are you ready for the silence???~To be reviewed by the skin reviewing staff
battlefields.After she has finished her missions all she has left behind her was silence. An unendingly silence which frightens the strongest fighter.Are you ready for the silence???~To be reviewed by the skin/model reviewing staff
infamous hitman. 24 years later and a respected \"professiona\" in her right she cares nothing for the tournament. Until one day, across the rooftops, she caught site of the current leaders on a live broadcast. One face captured her attention. A face that except for the eyes was her own. The champion\'s name? Noriko. Now Shai joins the tournament to discover her past...and her future~To be reviewed by the skin reviewing staff
remarkably conveys the texture of marshmallow Overall a well done model , with more pros than cons. The Bottom Line , A middle of the road model that has nothing worth complaining about. definately worth your download , nothing like roasting marsmallow...men. -Pepito
our community yet, please do it right now, thanks! >> http://www.faceoffgame.de
Much of the map takes place on two levels so there is quite a bit of z-axis fighting. Also, there are two rooms littered with old junk from the freighter\'s heyday. These rooms serve as good places to shake off pursuers by winding around the junk, or to ambush people by hiding among the junk. ~To be reviewed by the map reviewing staff
style. This design was so appealing to me due to it\'s awesome animation possibilities, the incredible long and very well deforming legs allowed a great amount of motion. The arms of the little guy - especially the shorter of the two - turned out to be a bit too short though. It\'s definitely my best work to date, and I hope you\'ll agree. The model support for UT2003 is very cool. I\'d say good if it weren\'t for some choices on the side of the developers that really annoyed me in the process of making this model but overall it\'s a HUGE step up from quake3 - or any other game for that matter. Especialyl animation whise it\'s a treat to make custom content for this game. Jason Sallenbach and I will definitely make another model for UT2003. The next will be something quite different in style from this one, but hopefully of an even higher quality. The one to follow the next is most likely to be a revision of the popular Magdalena Quake3 model, since we both look forward to redoing that with the option UT2003 offers. Until then, we hope you enjoy this model. We\'ve tried to add something to the game unlike anything that\'s available so far and we\'re very happy with the outcome.
FACEOFF Total Conversion for UT2003. Download it [url="/sort.files?cat=2558&ref=255"]HERE[/url]!