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
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!!
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
been planned that way to make you really work for the flag and have a good and intense play. The overall look of the map isn't anything new but looks very well when combined. Good use of outdoors and indoors too. DSK_Tweaker
Shadey Acres mental hospital and is now roaming the galaxy for unsuspecting UT2003 contestants. Watch your back with this guy, he plays dirty!
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
forums, but I lost the thread so I have no other author info etc. and since the official forums' search function is disabled, there's no way to find it back :D Now would be a good time to start including readme's with your maps ehe :D Will the real author please stand up?
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
The reason I did this is because I figured it would add some Variety to what was mainly an all rocket map, that\'s boring to me. This should make for an even more fast-paced blood-bath than before :)
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
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]
look like thorns. Marvelous map! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6217.jpg[/img]
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.
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.
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=-
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]
lift next to the two large container gets you higher than the 5 other ones.[/quote]
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.
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!
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~
opinions/suggestions below, and post your vote as well!
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
stunning piece of work, be sure to vote and post your opinions regarding it, we want to know what you think!
description up as soon as possible!
description up as soon as possible!
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
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
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
SG-1. Really cool eye candy, and you can tell the author has put tons of time and work into this map. You have waving silk draperies, moving flag stands, great semi see through textures... wow! Bots play this map well, and are very sneaky. Keep on the lookout because there are a few out of site places to get around this baby, and people will seem to come out of nowhere. This map plays great with 16 players or under, might be a little taking on machines with low system specs. You really need a good card to play this one... Geforce 3 Ti or better with lots of onborad RAM. This is a must have map just to see what this engine is capable of! -CVROY
Edgecrusher Noriko swore to avenge him. Vowing the complete extinction of the Demonid race she now seeks to fulfill her destiny.~To be reviewed by the skin reviewing staff
of RAM... hee hee. The author has the good weapons in the level so you can go BOOM all you want:) Bot are a little boring on this map as they are very predictable. You can pretty much wait in the bot path and kill'em everytime. Although you won't get away with that with real people playing as there are lots of nice sniping spots and blind spots to travel in. Fine texture usage on the structures, and the skybox is nice too. This is on of my favs, so bring your sunblock and get ready! -CVROY
representation of the cartoon character.Unfortunately there is room for improvement. The geometry on this model isn't the smoothest, but that doesn't impair the overall effect of the model.There is also a clipping error between gun and belly when firing. The Skin on this model is done nicely , with some shadowing effects making the model seem more lifelike.Sorry no teamskins here. The bottom line , A very accurate representation of homer , And a great addition to anyones roster of cannon fodder. -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
translocators, lowgrav, and quadjump. If none of those are on, the game could become slow and tedious work. Great map for snipers with the high mountains of snow and open terrain. The biggest problem would be for the runner if the map is played without lowgrav because the runner would have to go around instead of through the center. Also the map isn't very confrontational with the split walkways in the center. Best if played with 6 to 8 players. DSK_Tweaker
clipping errors , and all of the animations work fine. The Model's skin is nicely done , and everything looks as it should.There are no teamskins though , and the face seems oddly lopsided.(this might be how it's supposed to look , I haven't seen the movie in years.) The bottom line , a great model that succeeds in bringing the popular movie character to UT2003. -Pepito
only two doorways to the map room which unfortunately are connected by a single corrider, which basically means there is only one route to get the flag. If multiple paths were added, this map would certainly be on the road to ownsville. Collisions need to be set better because I was able to translocate out of the map area and run around outside occasionally falling in the holes in the terrain. Players should not be allowed to leave the playing zone unless there is another way into the flag room from there. Maybe making this map a tad larger would be best, even with 14 players it can get crowded and very frustrating once you have the flag. In it's current state I would not play with more than 8 players tops. I really like this map for what it can be, and it shows that this map author takes mapping seriously. Finish this masterpiece and it will get lots of play time! -CVROY
all. **Note to map authors: DO NOT put spaces in map names, this make the map impossible for a client to download from a server... this means your map will not get played as much because they can't get it from the servers. Also, any servers that use mapvote will not get to play your map as any map name with spaces get skipped... even if 100% of the server votes for it. -CVROY This Map is a modification of Neoninja's excellent port of UT's Facing Worlds, Facing Worlds 2003.
copyrighted by Epic Games and Toonces T. Cat, Balefire, and Hobi-Wan. They may not be used for any purpose other than game-play without the express consent of the copyright holders. Each map has ten additional weapons built in that are usually not a part of \"Normal Weapons\" game-play. These include: the Helios Rifle, a Colt Peacemaker, an MP5 with Grenade Launcher, a Benneli Shotgun, the Fyrian Cannon, the PIC...or Personal Ion Cannon, Sentinel Deployer...which places either floor or ceiling mounted Sentry Guns much like those from the film Aliens, the Noisy Cricket from Men in Black. and the Sniper Rifle from the original Unreal Tournament...Two of the levels also contain a Super Shock Rifle. There are no known weapon bugs. The weapons alternate with the following keys: 0 = Redeemer, Ion Painter, PIC, Sentinel Deployer 1 = Shield Gun 2 = Assault Rifle 3 = Bio Rifle 4 = Shock Rifle, Super Shock Rifle, Colt Peacemaker 5 = Link Gun 6 = Minigun, Fyrian Cannon, MP5 7 = Flak Cannon, FireChucker, Noisy Cricket 8 = Rocket Launcher, Benneli Shotgun 9 = Lightning Gun, UT99 Sniper Rifle, Helios If you re-bind any of the standard UT2003 weapons to another key the special weapons, as listed above, will also move to the new key binding. IMPORTANT NOTE #1 To ensure full compliance and no version conflict errors, completely remove all files associated with any earlier versions of the weapon mutators. This includes all files that are part of an earlier version of the Wild West mutator: WildWest.int WildWest.u wildwest_sounds.uax wildwestpak__animations.ukx wildwest_staticmeshes.usx WildwestSkins.utx ...and all files that are parts of the Sentinel Beta, Beta2, Beta3, or Beta4 mutators. Any files that need to be updated will be replaced by the .ut2mod installer. There have been numerous changes in the maps. Expect the unexpected and you won\'t be disappointed...:-) IMPORTANT NOTE #2 Several of the CTF maps have secret areas. These areas can be extremely difficult to reach without killing yourself. In two of the maps they are protected by deadly mazes. Make sure that your \"World Detail\" setting is set to at least \"High\" or you will not be able to see the things that can kill you.*** IMPORTANT NOTE #3 In order to use the Dead Cat Map Pack on a UT2003 Server, you will need to add the following lines to their ut2003.ini file in the [Engine.GameEngine] section of the file: [Engine.GameEngine] ServerPackages=WildWest_v101 ServerPackages=FireChucker ServerPackages=SA109 ServerPackages=Sentinel ServerPackages=Fyrian ServerPackages=PIC ServerPackages=MIB ServerPackages=Helios ServerPackages=ZencodersweaponsV17 Enjoy! -Toonces T. Cat
beserk and killing 12 people in a murderous rage. Now that energy is more focused. He belongs to the Tounament masters and for the first time in his life he is happy.
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 :)
the maker of the map though people might spam with them :D lol, there isnt a lot of the rocket launcher and flank cannon ammo as well. I spent a long time playing this map with some of my mates. Both the BR and CTF of it are very good. The detail and texturing is one of the best on maps I have seen. I recommend you all to download it! :) Onsl4ught
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
operative in the UNSC. Now one of a kind, Master Chief was the leader of the Spartan\'s, all trained from childhood the SPARTANs were the last chance to stop the Covenant menace. Now with his Comrades dead and the Covevanent defeated; Master Chief sets his sights on the Tournament...
author designed them to be played.So having said that. Here are a couple of things that are ESSENTIAL to the gameplay and smooth running of this map 1. The map being a re-vamp retains the size of the original overly big as it was! So I have introduced kickers which are essential to the gameplay and the speed in which you cover the large distant between flags yet still leave areas for the freelancers to roam .the kickers when fully utilized will get you from flag to flag in under 45 seconds! But a couple of factors have to be inplace for them to work 100%. First this map must be played in low gravity!.. I can already hear the groans! Not only for the kickers to work but also to reach all those nice rocky high spots for those snipers out there.Secondly NO TRanslocator\'s with these implace the bots use these and ignore the kickers and acualy slow down your speed agross the map! The kickers are by far the speedier option and great fun to boot.Not to mention you can commit suicide by standing at a kicker! fire a rocket use the kicker and when you land turn around and watch your own death coming towards you! 2.FRAME RATE.. People who have geforce cards will get a huge drop in fps if they use anisotropy filtering. Please Turn this off! the fps will increase significaly with not too much drop in the visuals quality! a good trade off IMO. If you do have to tweak your ingame setting make sure world detail stays at highest setting.the first time I lowered this and some of the statues disappeared I re-installed the game thinking I had messed up the maps LOL! And lastly the PATHING The map was originaly completely pathed including roof areas and all high rockly plaforms for the bots to snipe and drop down into the red flag room through the hole in the roof but this was creating to mutch of a performance hit on rigs lower than a gf3 so had to remove them.But this does not effect the general play.And I have left some weapons and powerful pick-ups in these areas for online play.One last thing I should mention had to lower the number of max players from 16 to 12 for the sake of smooth gameplay ..8-12 players may seem very low for such a huge map .But with the kickers the map plays much smaller and is always fast and frantic! Sorry for such a long read me I hope you will enjoy this map! As much as I enjoyed making it.. Michael roberson
Loquara managed to push the limits of safe time travel as far as 100.000 years back in history. Head person behind this company is famous Loque who, after retirement from fighting in Unreal Tournament, succeed to organize quite few good ones. And historical events were his favorite. One thing must be known here. Non-mechanoid players in a time displacement are less precise, less alert and less strong, proportional to the length of displacement itself. Neandertalus was a prefect spot due to its natural conditions and surroundings. The deathmatch is played under the pulsating effect of a double star system Capella, which was quite strong in prehistoric time. Interaction between these stars can produce forced gamma-ray bursts (high energy photon wave) that after 40 years of travel, through pure void, meet the particles from our world. The effect is visible right above as aura from another star. Aura itself contains millions of short living monoids that scatter through the atmosphere and slowly oxidizing on their way to the ground. A small amount of nerve-gas is produced in this oxidation. Acting like a nerve stimulants this gas highly compensates the time displacement effect, giving all players same conditions. Unfortunately Neandertalus is one of few places where the Earth’s magnetic field, the angle of gamma wave and the atmospheric conditions allow the monoids to reach the ground before they dissolve. Neanderthals, on the other hand, used this cave purely as healing area. Their advanced tribal society repelled to any form of violence. [/quote] Also a survival guide is included complete with pictures! ~Ghost Rider
looks outstanding, downright satanic at times. Half dismembered bodies, dead looking things on crosses, mood music and lighting, this maps got it all, so it definitely conveys the "pain" feeling to the player. The design of the map also brings pain on many levels, alot of clever z-axis action can take place, and the jump pads, if not used right, make you end up in.....well, pain, he he. However, this map does have its flaws. One of those flaws lies in the very same area I just praised, the design. The map is full of many unique areas that make for multiple paths to and from the flag, however, in some instances, parts of the level are spaced wrong. a staircase, thats right in the middle of an action zone for example, will stop you dead in your tracks as you bump into it and jump onto it, leaving you wide open to be ripped apart. This can easily be countered by using low gravity, but it takes away from this maps feeling of impending danger. As far as bot play goes, the bots are iffy. Some run/persue/shoot quite intelligently, while others, stand in one spot, in groups, at the flag and wait. However, with human teams, large ones, this map does indeed get painful. All in all a solid CTF map with clever level design and loads of atmosphere. Definitely one to add to the rotation. ~PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files_extra/8751thumb.jpg[/img]
;-) The only thing not in place is the Bot Paths seeing most people will want to play this map online.[/quote]UT's Facing Worlds in the style of UT2003, very nice! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7119.jpg[/img]
season quickly approaching, I thought it would be a good idea to get it out a little early this year and extend the Xmas cheer a little longer. IMPORTANT NOTE: This map was expressly designed to be run on Low Gravity servers. Many of the verticals are based on the height of the Low-G double-jump. The size of Acid Pipe Xmas is intended to be an offset to the power and very long range of the new Translocator in Low-G. If you run this maps with the bots set to "Adept" or above, they will use all of the Jump Spots and translocate points...and most likely kick your behind in the process.[/quote]Well, how do they say it? Better early then nevr? :D Review coming soon! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7086.jpg[/img]
deep caverns and dark ravines perfect for mining Adamantium ore, they also provide the perfect proving ground for the spectacle know as Bombing Run. But don\'t worry, it\'s \"No Contest\" really. There are no winners, only losers! And they\'re dead. A terrain ctf map with a bit of a twist. First of all it is NOT mirrored. There are 3 paths to the blue base, but only 2 to the redbase. Also the teams do NOT spawn at they\'re respective bases. Instead they spawn away from them. To help balance this \"remote spawning\" there are teleporters \"near\" the spawns that take you \"close\" to the respective bases. There are also teleporters near the bases that take you to the roof of each base where you\'ll find different types of sniper paraphernalia(which means you do NOT need a translocator to be an effective player). Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7078.jpg[/img]
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]
with this map. The spawns are screwed cold turkey. Everyone, red and blue team, spawn on reds side, right at the flag. So, I'll leave this review unfinished until an update to this map is submitted. More suited for DM in it's current state. PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7008.jpg[/img]
:thumbsup: Also, I've saved you some trouble and changed the structure of the zip file so you can just unzip the file to your UT2003 folder and enjoy those skins! Enjoy! - Pro-Filer Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6991.jpg[/img]
include that should be put in the UT2003/Music folder, put the .ut2 file in the UT2003/Maps folder as usual! Use [url="http://www.tucows.com/system/preview/194276.html"]winrar[/url] to unpack this file. [img]http://www.gamingfiles.com/screenshots/1/files/6967.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6967bt.jpg[/img]
uses the DM-TokaraForest theme and offers plenty of Z action. Map is low gravity. The author, Slick_Willy, spent about 10 hours programming the bots for this map. They seem to play really well. 8 players with the bots on adept or above is recommended. Anything below and you will beat them with no problem. The map was made low gravity as it was almost impossible for the bots to move around as well as the players with any kind of aggresiveness. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files_extra/6966at.jpg[/img]
flag. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6764.jpg[/img]
added. Use new tactics like jumping over the walls, using the rocket launcher to blacken walls to allow you to sneak away, lob flak over the walls, etc. This level was originally created for the original UT but the Engine had a bug that did not allow players in a multi-player game to be seen through the glass (except the player on the server who could see everyone else ok) - hence I never released it. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6728.jpg[/img]
make for perfect sniping, but the fog & mist make it very difficult to just sit and camp, there is a wonderful blend of rolling hills, and terrain between rock formations, which demonstrates the Karma Physics of this game to a \'T\'...this is just a really FUN map to play, ENJOY! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6727.jpg[/img]
bit more of a challenge. When running the ball, you only needed to get to the goal and score. This was a snap when working in tandem with a partner, or even using the T/L if you were on your own. Now, you have to make a run for it with a flag, and the somewhat roundabout route can be a bit frustrating for some players. The author has thrown in a few changes in this version: added adrenalin pills, a few more weapon spawns, and um...well, flags : ). These all help to give this map a more "finished" look and feel. rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6497.jpg[/img]
this map looks phenomenal. Ok, looks aside, lets talk about play. Flow is smooth. The center paths are wide enough to allow some bob-n-weave action when running the flag, and the side paths have nice waypoints with pick-up's. Bases are small, with a neat little window looking down, and a roof accessible via a ladder for defenders and campers. Three to five man teams would be great. Weapons are scattered throughout, but the good stuff is more towards the center of the map. The large comm. tower also holds some goodies for your T/L pleasure. A very nice job all around, this one has become a permanent in my maps folder. rAzOr Steve "Slick_Willy" Nabors, author of another fine CTF map, [file="6217"]CTF-Hall of Anubis[/file] just did it again! [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381dt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381et.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6381ft.jpg[/img]
to give it a review and a possible comparison soon, until then, just download this and tell us what you think in our comments section below!
of this map remains, even though it has been cut in half. All the routs have been connected flawlessly, and this map rocks with almost any number of players. Nice job, give it a look-see! rAzOr Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6161.jpg[/img] Be sure to also check out the [file="6241"]KARMA Edition[/file] of this map!
etc. The textures on the floors, and walls look good, reflecting the well lit room feel very well, however, other objects in this room are a little fuzzy, but thats understandable, being as many of them are very very enlarged pre-existing pictures of UT2K3. This map is also littered with several humorous ut2k3 euphamisms, such as a I love lucy light switch cover that reads " I love ut2K3" and a calander that has the words" is it out yet" on it, making light of UT's....less then exspediant release. Little details like these on this map add to the overall feel of the map. Like VSK's Bathroom, however, this map also shares its main flaw. The map itself is multi leveled, with spawn points on top of the bed and such, but once you jump off, your stuck on the floor till you die. Once again, it hurts the gameplay flow when you can't go restock on a weapon because its inaccessible. Still, that being said, this map does make a great party map, with lots of people, 10 or more, no bots, it also makes a great instagib/zoom instagib map due to its size and design. A large improvement by Ray, keep up the good work. --PhilPhoenix Note: Has Foo Fighters music included Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6131.jpg[/img]:beer:
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. ;)
Juan Pancho `XceptOne` Eekels. Capture The Flag and Revision By DaveM.
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.
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
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.
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
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~
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]
through there :)
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.
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!
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!
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.
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).
fight as always... and there is a uber secrect super weapon hidden somewhere in the level. And its up to you to find it.
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' :)
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
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)
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
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 : email@example.com 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~
^_^ . 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
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]
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
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]
for splatting others to a pulp. Won\'t be too easy to get the flags, team work is a must on this level.
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
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.
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~
non-exxessive version of this mutator, and this one looks even cooler!
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~
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!
touch it up a bit, nice map, still, but it really needs bot support. Check it out and throw your two cents in.
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!
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!
accessing an enemy\'s base. Awsome map Syphir, keep up the great work!
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.\"
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!
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...
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!
Worth the download (Or re-download), let us know what y ou think, be sure and vote and post your feedback below!
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!
included, so maybe there\'s more than meets the eye, check it out and let us know what you think!
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
[/quote] 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!
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.
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!
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!
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!
the 2 pipes about??? they lead you to nowhere... apart from them... a very good map! ;) *WaR>LoCk*
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
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.
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
\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.
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
=== ===================================== 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.
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.
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
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
~To be reviewed by the map 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
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
certain degree.PsiKoTicK: Fixed FileGame-Modes: Jungle Warfare, Jungle Warfare Sabotage. Both of these are team-based gametypes.
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.
pretty plain, but playability really makes up for all that and the textures in this map are nice. Bots kick your arse on this map, they seem to go everywhere a human player does so watch your back. I like the layout, haven\'t seen a map with this type yet- more of a diagonal style, but really servers up a good time. Only seemingly down side to this map is that most of the ammo for weapons are always like 50 ft away, and all weapons are spread out a bit. Might be better to put more weapon ammo next to the corresponding weapons while leaving the already implemented ammo where it is. Grab this, it\'s a keeper! -CVROY
intergalactic war, fighting against your brother marines at the sharp end of a struggle for control of the empire. The action is based primarily over large outdoor maps with a variety of weapons and vehicles for players to use. Team cooperation and strategy will be vital in order to win, as will using equipment and resources effectively. To find out more about the background to the Conquest Marines universe, check out the Story so far... Key features of the mod include: Players - Players can configure their marines to support their playing style. Choose from multiple player roles. Gametypes - Conquest Marines supports a range of different game types.. Weapons - Players will have access to the usual suspects in their arsenal, plus a few new suprises. Equipment - In addition to weapons, players will be able to choose various items of equipment.. Vehicles - Each team will have access to vehicular support. This will include both single and multiplayer vehicles. Battlefield Support - Players on the battlefield will have comms access to their command centre. This can be used to request ammo and equipment drops, airstrikes, and tactical support.
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
They\'ll follow you off the top of the roof all the way down to the gantry. Sniper points are placed throughout the map Jump spots are every where for bots. They\'ll find you even on the back of the pyramids.
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
have to get used to it. Bots play the map pretty good too, but can get stuck in the water running through the middle of the level. There is a room under the stairs that's accessed through a really narrow passage and I was able to get stuck in there with two other players so look out:) This author seems to have built this map for playability, which it has lots of. Lots of gibs on this one... but we like that:)
Very well done and really does his homework. I don't think you'll find anything to complain about with this map. It's not every day a near perfect map comes out, but this is one of those chosen few. Bots play this map excellent too and will most certainly give you a run for your money:) Weapon placement is pretty spread out, but it is very appropriate and makes the map more strategous...(is that a word?) Great map, great fun... and make sure you get CTF-SummerValley if you like this one. -CVROY
the Flag version of "Decks"! Deck16 is renowned for it's smooth playing layout, and now you get that with this map plus a whole lot more! If you can get on a server with 16 or more people this map is kick ARSE!!! Layout is well done, flowing and pretty roomy most of the way so you have lots of room to turn around and shove a rocket right down your pursuers throught while you carry the flag back to your base. This is a map that is also designed to really encourage team play. I don't know if that was the intent, but it came out like that (whew). No fancy eye candy really, but this is good for this map because it keeps the FPS low and I think the theme of this map is playability... and it accomplishes that:) This author has a history of turning out some of he best maps for Ut2003 so get this one if your a CTF fan. This is a keeper on the old Hard Drive! -CVROY
once those are regognized you'll be flossin and flyin all over this beeeoch. Hint: need to go down:) Textures are not anything fancy but more than get the job done since they are not hurting your eyes the second time you play the map. Bots have no trouble getting into your base and grabbing the flag on this one so get ready, they mean business! The hallways near the flag room are really tight with low ceilings, but I think this makes the map better as it is a challenge to get the flag out the front door. If it's too tight for you there is a back door you can just run out of but you have to circle back around eventually and in the mean time you have the whole opposite team on your tail. Great fun on this one! -CVROY
really neat to watch as people just slaghter and get slaughtered while trying to get into each other base. Most of the weapons are placed in the area between the bases which I give kudos to the author because this kind of forces you into the action on this on. It's like saying "if you want to have a camp out and sit in your base guess what... you can do it with minimal weapons" Once in the bases it's kind of easy to get and take the flag... but good luck crossing that middle stretch:) Bots on this one like to tend the flag but will make feeble attempts to get the opposite teams flag . -CVROY
reminds me of a tomb of sorts just a little bigger. All the usual Egypt textures are here. The author did a pretty slick move in this map and that is the spawn points are in rooms off to the side... yeah:) Play it, love it... nice map! -CVROY
being clipping between the arms and the beard when firing.Other than that , the geometry is nicely done, but has some rough edges around the legs and arms.The skin is well done , and free of problems. There are no teamskins.But there is a custom voicepack! YAY! The bottom line, A nicely built model that is well worth downloading. -Pepito
problems , alhough there is a short one dimensional structure jutting from each wrist , but this is only noticeable when in UED.The skin on this model Is exceptionally detailed. and covered with many little spots where you can tell extra attention has been payed.This model has been skinned , almost photorealistically , and , from the veins on his palms to the hair on his chest , this Is one very well skinned model. The bottom line , this is the best elvis model forUT2003 out there. -Pepito
pixalation. More evil goodness from EvilEngine with the improvements on this custom model..... :) ~Alybe
the model's feet do not quite reach the ground. The skin is well made , andaccurately represents gumby , in all his clay majesty.Sorry , no teamskins here. The bottom line , a well made model , that looks good while being simplistic. -Pepito
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
around in while still making the bases small. Very fun map to play.
better by putting the weaker weapons in the houses and the others outside. I also found a spot in the wall where you could fall through and get lost very easily in. With that aside, this map is a great outdoors map. DSK_Tweaker
designed with fun in mind. Although the map doesn't look great and could have been taken down in height a bit to save some low end users a few frames, it plays very excellent. The balance is very nice making each side completely equal. The coloring of each base could have been improved just to remind you of what base you were in, but other than those few complaints, I think this is a great map. The weapon placement is even very thought out and well placed. Making the game fun getting weapons by not just putting them in your way or completely out of the way. DSK_Tweaker
to have it. Fun map. DSK_Tweaker
weapons. The placemant of the weapons worries me though, as it can become rather spammy when everyone has Rockets and Flak cannons. There is alot of ammo placed around the ma, and lots of adrenaline. I like what the author did with the adrenaline; he replaced them with beer! When you reach 100 adrenaline, and you pick up some more, you view also goes all crazy , pitching up and down. Neat trick. The flow on this map is pretty smooth, without many chokepoints.The only complaint I have is that the entrances to the flag rooms are a bit funny, and are blocked by some sort of metal....thing. With this, you cannot see if anyone on the otherside of the door is waiting for you with a flak cannon. With all the weapons laid out in front of you though, it was a tad spammy. The textuing on this map was alrght, but left something to be desired in the variety department. Most of the textures were of the cement variety, nad that gets old. The beer can textures on some of the larger stuff was a bit stretched, and, frankly, looked ugly. Still, its not everyday you have lots of giant beercans scattered everywhere. The lighting in this map was a good, but wasn't anything special. There were a few coronas scattered around the map, The map was well lit, and I liked this. I thought it suited the map, and the illumination just seemed...fitting. This map is a good play, and should be good for a few rounds of CTF. I thought it was unique in the sense that I have never played a map located in a beer factory. Worth a try, at least. -DoomStalker
=== ===================================== 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
=== ===================================== This is one map that was slightly on the dissapoiting side. Now, I never played the original version for UT, but this map was a little too empty. However, the creator definetly gets an A for effort. -------------------------------------- Texture Usage: This map uses original UT textures and mixes them with UT2003 texstures. Notice the walls, floors, and sky. However, the walls were slightly overly stretched, atleast I felt they were. Not just that, but the beams textures were completely unaligned. And the pale metal floor under the rocket launcher looks chumpy. Texture Usage: 6 -------------------------------------- Architecture: I give the maker props on the usage. Everything was nice and out of the way and on top of that, it looked good. The cons? The beam in the shield room got in my way often. Aside from that there really isn't any. Everything is nice in this part. Except the lack of detail. Don't get me wrong, there's plenty, but I like alot, so it's just me. The curving hallway, and the arch doorways are great touches and look fantastic. Architecture: 8 -------------------------------------- Layout: The layout was decent. Anything that people may spam with, you have to earn. I like that. The map was a complete circle, and is nice and fast paced. It wasn't overly sized. And the huge lift jump you need to do to get up in that area is a great touch. Layout: 8 -------------------------------------- Lighting: The lighting was very well done. Colorful and dynamic, quite well done. It went dynamically with each map to really effect the atmosphere. Coronas are also well done. Unfortunetly it just didn't affect the gameplay. It affected the way you feel, but not the way you play. Lighting: 9 -------------------------------------- Overall: Textures: 6/10 Architecture: 8/10 Layout: 8/10 Lighting: 9/10 Weapon Usage: 7/10 Total: 38/50 38 - Good 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
ring sort of platform around the top. Around the map, there are scattered weapons pick-ups, including the flak cannon, rocket launcher, link gun, minigun, and shock and lightening rifles. There are also some health pickups, and a double damage. Playing this map is a blast :rock: . In fact, when I got may hands on this map, I had to play it for a long time, before I was ready to review. The map flows real nice, and there is plenty of weapons for all, so there is no weapon hunting. I liked the fast game play on this map. There was non-stop action, and it was good action. The players running on the bottom level, with others jumping down on top of them, guns firing :). The texturing in this map is plain, and is very discrete. Which is what it should be, as in this map, you shouldn't be looking at the textures, but the action that's going on. The skybox is nice, with a view of Mars, the asteroid belt, and the Earth. It gives the map some nice atmosphere. The lighting on this map is good. Mars casts a red glow over the platform, and there are many uses of coronas on this map. Nice jopb on the lighting. Frankly, I thought this map was very nice. It might not have been the best in terms of eye candy, but delivered in terms of gameplay. I haven't played the original SpaceNoxx, so I don't what this map is revised from. Load up this map with a few friends, and frag away, this map is a worthwhile download. -DoomStalker
download button is down there.... Still here? What are you waiting for?
smooth playing map if you have a rig that's decent, and you don't need a super machine to run it. You will however need to play this map a few spins before you get used to it's layout, but do not get too side tracked by the eyecandy or BOOM! Not a small map so get your pals together, you will need a good handfule to play (10 or more). Great map and great job by the author...This one is staying on my hard drive:) -CVROY
the floor of the crater, and many pits of hot lave geysers. There are plenty of weapon pickups, and several Redeemers to be found :D. Health pickups populate the map in convinient locations, as you will need them. The atmosphere of this level feels like it should, as its a volcano. The air is a ashy tone, and the ground is a dark, hard looking rock. The area in the lava pits is a hard red, and definitly looks like lava pits should. The sky has many dark, thick looking clouds, which fits the mood of the volcano. I only wish that the author had put in a rumbling background sound, to further add to the volcano experience. One thing you should be warned about. As this is a huge map, you will experience framerate drops, since the map is so huge with alot of detail. This map is really nice as it is though, so I would advise that you stick a ton of players in the map, and have a blast. -DoomStalker
copyrighted by Epic Games and Toonces T. Cat and Balefire. They may not be used for any purpose other than game-play without the express consent of the copyright holders. All previous versions of these levels are replaced by the versions in this file. The basic layouts are the same, but countless bugs of varying degree have been corrected and in several cases, the maps have been optimized to improve frame rates whenever possible. All of these levels are fully compliant with UTClassic and with UTSecure. Enjoy! -Toonces T. Cat
don\'t fall off and go boom !!!!!!!!!!!
completley in a death arena, there are unforseen traps, for the unwary. Keep an eye out for things that are not as they seem, and for many, hidden and hard to access tunnels,and supplies about the station. That only the elite contestants are aware of. Will you join thier ranks,Die, or be sent to the P.O.W. Camp RAISIN-HELL-IN-THE-SUN only there to die. Come in join the fun and discover the secerts of Space Station-422
Road Runner cartoon. There is very little shading or shadow in the body what so ever. It is well done, but very cartoon looking. If you like this skin don\'t plan on staying hidden, even in the dark. All things considered its a good submission. I give this one a 5 of 10. Keep up the good work and I hope to see more form Marc soon. Xenocidez66
was waged within its walls between two rival guilds. Since then those who enter the Keep are overwhelmed with feelings of hostility and cannot keep from attacking those they may encounter. Needless to say the Keep was abandoned. While retaining its beauty and grandness of days gone by, a sinister presence holds the Keep in its clutches. Echos of that battle can be heard wispered in its halls still today.
food which was there.
regeneration plasma. Some how he was transformed in to a being of living ice. His armor and mask keep him from meltiing but the Tournaments are his true home. He truly has a heart of Ice.
planet/moon. This is well done. There is lots of lava flowing, and many lava and steam geysers shooting up. There are many cracks in the surface, which are filled with lava. The texture use is sort of plain, the ground being a dark sort of stone texture, with only a few areas of other patterns. The lighting and fog of DM-Io is all red, which gives it its atmosphere. The lighting of this map is nice, but could have used a few coronas and projectors to relly bring out some of the features of this map. The weapons in this map are in great quantities with lots of ammo, so there's plenty of action. Also, there's many powerups for adrenaline, a few superweapons, and some double damage. With the second level on the map, there's lots of opportunities for sniping. The ambiance of this map is well done, because of the hot feeling from the red, the lava stuff, and the environmental sounds of the lava. The gameplay on this map is really fast paced combat, all with the risk of falling into the volcano. DM-Io is a nicely done map, and I found it to be rather fun. Just watch out for the lava :) -DoomStalker
stretching across the map. There are several ways across this canyon, over it, under it, and through the water inside. Thsi map felt to be well balanced, because the setup of the bases was identical on both sides. Both teams had access to all the weapons, and several sniping towers. The flow of this map was very nice, at times fast paced. The flags were not too easily accessable, but just right. The texturing of this map was well done in some places, but in others, it was lacking. The buildings on the map were nicely done, having a old, run down look. The terrain, on the otherhand, looked plain, and was too flat. It would have been nice if the authors of this map had used some real terrian, instead of just a flat plain. The lighting on this map was nice, but also had some room for improvement. The lighting for the red and blue bases were colored appropiately(sp?), but it was a bit plain. The ambiance for this map was okay, but there wasn't any background noise to add to the nighttime sky. Good job, great for a quick round of CTF. -DoomStalker
with many powerups. Lots of adrenaline, +5 health, and double damage powerups to be found around the map. The texturing gives the map a dirty and old feeling, which matches it perfectly, since it is an old factory. Textures are finely aligned, without any errors. The lighting of the map is very well done, with many nice effects. Overall, the lighting fits the setting, and isn't too flashy, giving the environment a nice illumination. The ambiance is very good, and the ambiant sounds such as grinding of gears, humming of generators, etc..., feel like they should be there. This map is meant for some quick, fast paced, free-for-all deathmatching, with around 4-8 players. -DoomStalker
looks well.... a bit bad :) hehehe but still a good map... makes my feel like im in some woodland :). Onsl4ught
leads to the roof and the super health charger ENJOY
Now the wasteland is empty of life and racked by the elements. The perfect spot for the Liandri to hold their Tournaments. Come face the elements and the dangers of the battle in the WASTELANDS !!!!!!!!!!!!!!
tournament for its new purpose of blood shed, violence, and mayhem. Grab a gun and join the fun, see you there !!!!!!!!!!!!!!!!!!!!!!!!!
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!
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
The design of the map was very nice.... I am a bug fan of Egyptian design on maps :) makes it look really good. All in all an OK map to play! Onsl4ught
walkways suspended over a pit of lava. Good room for movement and dodging everywhere but the action is much more face to face on the lower level as opposed to the third level, in the audience, which is more geared towards snipers.
modified the falling zone making it bigger (now it\'s easy to fall in). Hope you enjoy my first (complete) work with UnrealEd. Please give me any suggestion (negative too) or any possible idea to make this map better. I\'d like also to contact someone who can help me with lights, or someone who need help in his work. e-mail adress \"firstname.lastname@example.org\"
Weapons are provided and become very handy when the Warlords show up. I did not want the map to be over when the Warlords show up as it is on most maps. They are certainly the most fun to fight! This map allows you to fight them for awhile. The fortress has areas of sanctuary to \"catch your breath\" and restore some power. THere is risk in obtaining the Redeemer at the higher levels to make it much more difficult to achieve high levels of gameplay (level 20+)...but it can be done. The player spawn points are placed close to the fortress wall to allow late joining players to have a chance to join in without dying immediately. I usually do not include super weapons (I feel they require little skill), however on this map they certainly require great skill and patience to use successfully without killing yourself or a teammate.
multi-level platforms both jumpspots. Team bases are elevated high in the air with jumpspots and movers for monuvering to other platforms. Best game play is encountered while low-grav is activated. This map does have weapons, so those who prefere weapons other than instigib will enjoy.
chaos confined to a world of constricting order! Deadpool, a marvle character:D
the hardcore action takes place in the center room and the side halls.
lots of nukes just laying around.
have a P.C. with a good graphics card and lots of RAM. See how well you can dodge and fire accurately.
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.
completley into an arena, There are unforseen traps, for the unwary. Keep an eye out for things that are not what they seem, and for many, hidden and hard to access tunnels and supplies about the station. That only the elite contestants are aware of. Will you join thier ranks, Die, or be sent to the P.O.W. Camp RAISIN-HELL-IN-THE-SUN only there to die. Come in join the fun and discover the secerts of Space Station-422
not to get caught in the long halls too much. To rack up the kills get whatever weapon you're best with, go to the center room and defend it against intruders.[/quote]
a handicap in this level.
said \'God created Arrakis to train the faithful\'. Rubbish! \'God created Arrakis to train for the Tournament!\' Because of intense daytime temperatures, all matches on Dune are held at night. For the victors, a safe flight back to spaceport. For the losers, the same fate as the Old Man of the Desert, Shai-Hulud...
them all. So its kill to survive. CAN YOU MAKE THE GRADE, OR WILL YOU BE WASTE MATERIAL ! ! ! ! ! ! !
Few survived and they were forced to leave Earth. Now only four colonies are left in space and yet the fighting continues ~ After Earth
monsters spawned at DOM point B. They attempt to hold the base against your team. Invasion\'s Run (BR Maptype) Monsters are all around. Run. Run fast.
and ass-kicking gameplay here.
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
between is a structure with two platforms for monuvering. Overall its a good balance of fighting logic and eye candy.
was discovered. The blue crystal, however, had an unexplained effect on the miners, causing extreme violence and hysteria and the entire team was nearly exterminated by one another. The excavation site was abandoned to the Tournament a year later.
would be recommended for around 4-8 players. Very Nice Map, worth the download! [b]This map was downloaded from pcgamemods.com[b]
and Gold team communication device, he has led his team to victory after victory. Dont get STOMPED!!!!
ememy..... Another great skin from Repoman, if you like human's you'll definitly like this skin. For further discription...look at the screenshot :D
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
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
Shock Rifle. After defeating the alien menace, NovaBurst could not control the slime the alien had left in its rage. He called upon his friend MegaMix, who was a very skilled British builder. NovaBurst had him incase the slime within a state of the art battle arena. This arena would be used to train his clan, ShockProof. This is the arena! Map Builder Megamix. Map Idea NovaBurst.
sounds and not to forget the stargate theme music, provided by M@ss. Thank you to M@ss...
careful......there are two large saw blades that will make hamburger out of you if your not quick, and you will fall into a big buck on the other side (lol, I tried it). The other 2 rooms do not really have anything in them except for some large chunks of meat hanging on hooks in 1 room, and a large logo of the person's clan that made this map in the other. CaNNoN
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
a rocket launcher at the top. Not a bad little map, very playable for a small number of DM players. CaNNoN
of this facility started in 2285 and was completed in the year 2291. Its purpose has remained the same to this day -- to provide the competitors with the ability to self-administer aid as quickly as possible to their injuries during the short time allotted between matches. There have been many regulations instated by the Tournament Commission to prohibit the discharging of weapons within the facility but Tournament competitors rarely follow this rule.
matches. Changes are: 1) 100 shield is switched with Double Damage 2) Minigun is now in the Lower Link Gun position 3) Upper Link Gun moved to old Mini position. 4) Boirifle replaces old upper Link Gun position 5) Extra Rocket Launcher replaces Lighting Gun position 6) Lightning Gun is know located by new Double Damage position (where the Super Shield used to be) 7) You can now see water on low textures 8) You can now see the screenshots on low textures 9) 2 spawn points added (1 by new location of extra RL & 1 by Flak Cannon) 10) Fixed cratering when ducking onto water
look like ice to me. Has plenty of your standard weapon and power-ups and you can "warp" over to another island and pick up the hand ol' redeemer. Overall, not a bad map, could use a little more work though, just my opinion, but it's a playable map. CaNNoN
needs some work, so we may see updated versions of this map in the future. ~Ghost Rider
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!
painters, 1 up some stairs, and 1 under a bridge.
pipes. For such a large map, it is very detailed and there are lots of power-ups located throughout. Well done! [b][i]CaNNoN[/b][/i]
for some poor sap from the other team to walk by and BAMM.....
full of greenery (plants, grass, etc) but even with my Geforce 4600TI found it to be a bit challenging FPS-wise. Like the author states, this map is not final, and I\'m sure that the FPS problem that I had will be worked out. [b]CaNNoN[/b]
these maps are the same, except one is.....during daylight hours and the other........you guessed it, at night. Please see readme files for more information.
it. The island itself is kind of small, but should be nice for a small number of players for some good DM fun.
to you! Enjoy... and happy fragging.[/quote]
paths, so you can also play it in single player. It\'s night, so the whole map is pretty dark, but not so dark that you can\'t see anything. Hope you like it.[/quote]
survivors still alive whom worked there. One day, Syphir (the new leader of the Unreal Tournament) heard of this, and searched for weeks for it\'s location. Eventually he did, and rigged it proper for the Unreal Tournament.
so brutal, the great pharoh Horus could not stomache it. He could not destroy it, only hide it. And so he did, at the cost of his own life. 200 thousand years later, Syphir himself found the great fighting arena, and put it back to it\'s original purpose: to steal as many lives as possible.
usual, and should be suited fine for a small number of players in deathmatch mode. [b]CaNNoN[/b]
peaks and valley\'s (my description, not the author\'s) with lots of power-up\'s located throughout the map. I really liked this map because it\'s setting is different than the norm, and I think you\'ll like it too. Give it a go........ [b]CaNNoN[/b]
trying not to fall down. I\'ve created some steep hills and you\'ll always be moving on the ridge. There\'s enough room so you can dodge hostile rockets or something, but be careful, a single wrong step and you\'ll fall down.[/quote]
of the WhiteHades project they started to fund larger contruction plans. A few acres of land was purchased to house a development area for the DNA manipulation of the WhiteHades model. The scientists were then attacked and sluaghtered by local militia and the base has remained dead since.
(Instagib and Zoom Instagib share a slot.) Features the creation and usage of presets, and can pick different presets each game. All weapon slots can 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.
special trap to spring on unsuspecting intruders (shoot the dragon head).
and textures abound and help make one of the most visually compelling maps I've seen for UT2K3 yet. The map manages to remain pretty while still maintaining some great old school style flow. Good Z axis fighting with multiple entry and exit points to every room add up to sure fire fun. It is hard to explain the feeling that one has while playing this map. It almost feels like a spiritual successor to the Shane's original DM-Gothic...only, of course, with 10x more detail. Great stuff![/quote] Sometimes I agree with Cliff and sometimes I don't. This time I agree. It's a great map with good flow and at first glance, bots seem to handle it ok. Look for a further review in the future. ~Ghost Rider
yourself. The lower level contains knee-deep water and the elevator to get on the upper level. This map is much easier when played the insta-gib way, but more exciting when played without any mutators.
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!!!!!
we're running low on the good coffee in the kitchen. It is cold outside and the bonus pack ain't done yet. Just when my mood couldn't get any worse along comes DM-Slam to make me a happy fellow. Well, that and the fact that UNREAL 2 IS GOLD BABY! Ahem. Back to the map. Some great Z axis fighting, and a great mix of custom with existing static meshes punch up the visuals a notch. This map is like the evolution of the Asbestos "factory" formula. Go Aussie mappers! w00t[/quote] Here is our review: Let me start by quoting CliffyB “The architecture is a bit uninspired. I have taken ques from BR-Ice Fields DM-1-on-1 Alphu, DM-Asbestos and numerous other UT levels.” The map is adequate but for my taste, it borrows too heavily of prior maps. While the modeling is better than most, I would expect more from such an esteemed developer. The map consists of a small bi-leveled indoor maze (the prison) and a small outdoor V or L shaped yard. Outside you will find a vehicle (the Bulldog) which at this time (since know one knows how to use it) servers no purpose. The map runs an average of 65-70 Frames Per Second (FPS) in single player but dips to about 35–40 FPS during multiple online game play, with Highs in the 100 + range and lows in the 20’s. No major problems to report, the bots ran fine and the map had no performance issues. Bot play was good but they have been reported as hanging up at times. The modeling was decent but the textures were not as crisp and clear as I would like. As I said, the map is better than most but not as good as I would have expected. ~ IconB ~
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 ~
stuff would enhance it, maybe not. It does look cool though.
horizontal fighting and some cool uses of teleporters. Good map over all!
ideal for tournaments. This arena is the first of Nebulous, a treat for those who enjoy attacking their enemy from above and from generous distances.
playing area) and where there would be ample opportunities for \"z-action\".[/quote]
castings, but has been \"modified\" for the tourny. Lots of jumps, lots of twists and turns. Even a secret or two.
achieved the look we wanted. We hope you like it. [/quote] [img]http://www.gamingfiles.com/screenshots/22/files_extra/8865thumb.jpg[/img]
outside edge of the map. It can be hard to get back up on to the map. I would suggest the author make a version 2 of this map that includes an invisible wall that keeps from going over and getting stuck. Otherwise I like the theme of this, a big rock floating in space and you slugging it out with another opponent. Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8856.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8798athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8798bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8798cthumb.jpg[/img]
platforms with the uber weapons. The skybox is awesome, which offsets the simplistic look of the rest of the structures. Still, a worthy space map, despite it's blatantly Quakelyness. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8776.jpg[/img]
kinds. Liandri has decided to use it and the things that were left on the dock. [/quote] it makes me think of the old joke "I think you should consolt the ships physician" "ships dock?" "of course they do" [img]http://www.gamingfiles.com/screenshots/1/files_extra/8773thumb.jpg[/img]
his \'pet\', Mr Disco... Features a nice 5:51 long music file!
pathing is great, they fight great, and the map looks really good, kind of a limbo-universe-in-a-box type feel, but the size is simply to great for its own good. Even with low grav, it still takes a fort night to get across the map, and then, once you get the flag, its all for naught, because all that open space, basically translates to sniped before you get to far from the base. A well designed map with possibilities, but way to large for its own good. ~PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files_extra/8761thumb.jpg[/img]
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]
I've had since the days of Quake 2. Basically it's just a very long verticle tube with bases put at equal distances from each other. Smaller tubes on the outside contain teleporters and lifts for getting around. I've thought of doing this as both a skyscraper and an ancient castle but finally I settled for the hightech space-station like design it is now.[/quote][img]http://www.gamingfiles.com/screenshots/1/files_extra/8747thumb.jpg[/img]
snipe in the many spots. It is meant to be played on low gravity with quad jump, and game speed around 135 [img]http://www.gamingfiles.com/screenshots/1/files_extra/8741thumb.jpg[/img]
DM-sHoK-PingPong][.unr Version : 2.0 Release Date : 12/13/2002 Author : sHoKaZuLu Email Address : email@example.com Web Site : http://www.shokazulu.com
looks great, the detail looks great. The domination points are placed well, and so are spawn locations and weapons. This map owns........
whole level is very tight, and has some great z axis action going on. Textures look great, and throughout the whole map you will see the work that has gone into this map. Suspension of reality is very strong here. The ambient sounds, the claustrophobic hallways, steam hissing from overhead pipes; all of this makes for one hell of a DM. The core area is beautiful, both in look and sound, and the spacing of the walkways is perfect for double jump short-cuts. There are also a few nice areas to hang out, catch your breath, and frag any passing suckers (not that I would ever dream of camping!). My only complaint is the lack of any real open areas. This map can be a bit to close for comfort, and spammers will have a field day with the Flak Cannon secondary fire. Overall though, this one is a keeper. Flow is great, weapon placement is top notch, and gameplay is solid. ~rAzOr~ [img]http://www.gamingfiles.com/screenshots/1/files_extra/8471thumb.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8465athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8465bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8465cthumb.jpg[/img]
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place. The world has moved on, and corporate execs couldn't care less: The holy refuge makes an excellent backdrop for popular firefights. It's a cave, dammit! [img]http://www.gamingfiles.com/screenshots/1/files_extra/8453thumb.jpg[/img]
Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8436.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8436b-t.jpg[/img]
you will need to committ suicide to get out. It would have been nice of the author to leave a grenade pack to aid you in this. It would be very easy for a skilled player to dominate an opponent in this map. Also having a greater variety of weapons might have been better (replacing one of the gatling guns with the link gun maybe). No misaligned textures and good use of the fog effect. All in all not a bad effort for a simple map. As usual, take the ut2 file and put it into your Maps directory and the utx file goes in the Textures directory. Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8364.jpg[/img]
fast enough to get their own Bulldog. Yeeeha! On another note though, it is possible to get your Bulldog stuck on some of the steeper terrain and since I can't seem to find a way of destroying a Bulldog, it gets stuck. There is also at least one place on the corner of one of the mountains that when I slid back down after losing forward motion, that my right rear tire got stuck and clipped below the level of the floor of the map. One other thing to note, the Bulldogs aren't true 4x4, when I got stuck, only the rear tires turned instead of all 4. But that is an issue with the Karma design of the Bulldog (made by Epic or DE) and not the fault of the author. I suspect there is a way to make a true 4x4 with power to all 4 wheels. -Ghost Rider Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8348.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8348b-t.jpg[/img]
good number of players for the map is around 2-6. It does have bot support as well. [img]http://www.gamingfiles.com/screenshots/1/files_extra/8120thumb.jpg[/img]
aspects of the mutator. NOTE: Please completely read the README file before using this mutator!
the author). An interesting concept for a map, try it if you like something a little different in your DM maps. [b]Admin Note: You will need winrar to open this file.[/b]
surrounding ramparts, and a network of tunnels running underneath it all. There are some nice touches here and there, with some original brushes, pools of blood, and good lighting. There are also a few flaws. The lower areas are far too claustrophobic, some of the textures need work, and the ramparts are far to dark. Weapon placement is fine, but some of the power-up's are too easy to access. The author has also included some custom music. It's very gothic/darkwave, and again, it will give you some flashbacks to older games. "Castle V.- Symphony of the Night" on PS was the one that came to my mind. A nice map, but it feels a bit dated, this one would be more at home in UT. ~rAzOr~ [img]http://www.gamingfiles.com/screenshots/1/files_extra/7835thumb.jpg[/img]
more than 5 to 10.
[img]http://www.gamingfiles.com/screenshots/1/files_extra/7815athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7815bthumb.jpg[/img] This is the author's first work, and I have to say I was impressed. This map sports a very simple layout and design that incorporates many parts of other maps I have seen in the past. Very linear in nature, and without much flourish, the author none-the-less manages to make a very fun map to play. The two bases are fenced off areas containing teleporters and weapons, and are connected by a series of walk-ways. There are some areas that could use some work. All weapons spawn in each base instead of being spread around the map, and there is a weapon spawn point that is empty (the link gun in the red base). The upper and lower walkways need to be balanced off some. The upper path is narrow, gives no room to maneuver, and only offers adrenalin and health. The lower path is wider, has rails to prevent falling, and three armor pick-up's to boot. The spiral staircases in each base tend to kill the feel of the map. Lifts would look better, and may add to game flow by allowing access to the top path via a lift jump. The map needs some work, but it is still great to play. I see quite a bit of potential here for a very solid CTF level. ~rAzOr~
Osiris. This place was discovered by an finish explorer in the early 21st century.
few days I hope :)" Kinda big DM map with lots of potential. Even though its just the beta its still alot of fun. I can't wait to see what else he's gonna add. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7217.jpg[/img]
single player mode and twisted a little to make a battle areana. The map should be a fun map for 2-6 players. There are multiple big weapons and a pretty good setup for sniper attacks. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7097.jpg[/img]
variety into the mix. Plenty of sniper and translocator kills to be had. The map flows really well, you never find yourself in a dull spot. With six to ten players on each team, human or bot, this map is alot of fun. ~PhilPhoenix Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7688.jpg[/img]
weapon fire. It is your job to utilize the layout of the level to maneuver the ball into the enemy goal while preventing your enemies from doing the same to you. Levels can include a variety of obstacles to make the game interesting, from kickers which send the ball flying, flippers which allow the player to control the ball through non-weapon means, and plenty of angled surfaces that make the game play almost like a 3D version of pool, where you and your weapon are the cue ball.
surpasses his previous work. Both of these maps are listed on CliffyB's Ownage, and it's real easy to see why. This is a medium sized bowl with a small frozen river at the base. A graveyard, small Stonehenge-ish rock formations, and some great bridges dot the landscape. The custom brushwork in this map is awesome. The gravestones and wrought iron fences look simple but effective. It's great to see such attention to small details, as it's these small details that really give a map that "finished" look. The bridges, terrain, and walkways give this map great flow, but don't look for much on the y axis. Weapon placement is perfect, being spread out enough that you will have to work to get the good stuff, but not have to fight too long with your Assault Rifle. There are some great overlook points for snipers to go to town, but Flak Monkeys will have no trouble sneaking up on these points to give some hot flak lovin' to any dirty campers. The only place I could find fault, and believe me....I had to look hard, was with the lighting. The whole map has an "American Gothic" feel to it, and the bright spot-lights tend to seem out of place with the surroundings. This map show's that it is truly possible to have both eye-candy and playability in one great package. Hayden has made a map that is a blast to play, and will have you doing multiple fly-by's to look at everything there is to see. I can say without reservation that this is one of the best end-user maps I have seen for UT2K3 as of yet. As authors like Hayden get more and more experienced with UED 3, we all benefit from the great maps sent our way. You should download this one, no question about it. ~rAzOr~ Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7631.jpg[/img]
better than the author. Your on this big place with a 5 arenas, a nice view of stars from there too.
50,000 polygones in those rooms a good PC (1.4 ghz+ and Geforce 4) should render those rooms fairly well. Even tho it seem to run fine on my roommate PC (900mhz Geforce 2 Mx440).[/quote]Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7577.jpg[/img]
haven't played Halo, this map is pretty much a straightened S shaped path, with red and blue bases at the opposite ends. Bots play really well on this map. Map player count is recommended. It's fun, but it loses something in the transition. Still though, good CTF map. ~PhilPhoenix
on Halo :D Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7574.jpg[/img]
quite a bit to game play as you can't get the feel for your opponent's base by running around yours, and it helps add some challenge to a match. This can also hurt a map due to poor balance. For example, one team having an unfair advantage because the base is more secure than the other. Some might find that this is the case with this map, while others may learn to take advantage of what they have to work with. The red base is your standard fair, and very easy to defend. The blue base however, may seem poorly built because the flag is sitting out in a wide-open pavilion. This is far from the case, as I found out. The open area in front of the blue base may seem easy to assault, but all that open space serves as a nasty kill zone. Even if you manage to get to the flag intact, you still have a lot of ground to cover before you're home. I had a slight problem with the weapon layout. The weapons of UT2K3 tend to be close to medium range, and aside from the Shock Rifle and the Sniper Rifle, many weapons suffer in accuracy and effectiveness over very long distances. While the Shock Rifle is here in abundance, the Sniper Rifle is only found in one remote location and without ammo. I also would have liked to have seen the 'deemer and Ion Painter make an appearance. There are some small clipping issues, but nothing that will bother the casual eye, and frame rates were solid for a map this size. There are some mystery jump pads that tend to launch you around the map, but they do more harm than good. I would like to close this review covering what I think is this maps strongest point....the sound. The author made incredible use of ambient sound. Howling wind in the passes, tinkling chimes in the temples; it all adds a new level to this map. If you have even a halfway decent sound card and speakers, you will love this map. I hope more mappers start to make better use of ambient sounds, eye candy is not everything. A solid job, and even more so due to it being the author’s first map, give this one a look. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7336.jpg[/img]
- 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]
idea of the bedroom being a place of war, but to each their own. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7203.jpg[/img]
map once and I have no idea how. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7234.jpg[/img]
made by Epic I would believe you, its looks better and more polished than some of the retail maps, a MUST have for any owner of this game!!!
to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7226.jpg[/img]
texture so make sure you extract the files into the correct folders. Read the readme for more details. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6494.jpg[/img]
bots are pretty mean in godlike mode. Looks as if it's the authors first map too! Give him feedback at ICQ# 100666875 Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7151.jpg[/img]
this is not for instagib freaks like me :D (Pro-Filer) [img]http://www.gamingfiles.com/screenshots/1/files/7221.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7221bt.jpg[/img]
though. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7218.jpg[/img]
decorating. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7211.jpg[/img]
may have some gripes. NO OVEN! Where am I supposed to cook up my vittles? Also Ms. Stuart might have a few decorating tips like a nice festive seasonal floral display or some of your loved ones portraits. Any way, have fun with this one. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7210.jpg[/img]
DM-Zircon[/quote] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7206.jpg[/img]
walkways that connect them. The structure of the map allows for alot of z-axis killing. I'd suggest 4 or so people on each team, to keep things from getting mindless. Great little map with a cool theme. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7204.jpg[/img]
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]
Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7193.jpg[/img]
all sides, right down to the swimming sharks, albeit the colors are different and the like. Everything looks great and smooth for what its worth. However, as a CTF map, this fails to please. The simple design, plus the fact that the room is so small, makes any match with more then 2 people on either team little more then hold down the fire button while running. It's more suited towards being a Deathmatch map then a CTF map. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7188.jpg[/img]
mostly outdoor level, based on ...well, yes, Mars. The outdoor area is huge, and the author has placed Bulldog spawn points for some GTA/UT2K3 crossover action. If you have not had the chance to mess around with the Bulldog yet, this is the map for you. The cunning placement of teleporters means that even on foot this level is easy to navigate. It's big enough for vehicles, but not so big that players feel dwarfed when hoofin it. Also, the many obstacles mean that drivers will need to hone their skills, and ground troops will have cover so they don't get flattened. The bases are very well designed, and fit flawlessly with the overall tone of the map. I love the use of the window to see into each base from afar. I would have liked to see the bases better marked with each team's colors, however. I was happily surprised at the frame rates; with the level this size I expected worse, but they are more than playable. Bots do fine, but humans may be preferred due to the Bulldog. Bots just don't seem to know what to make of it, and only seem fit as speed-bumps. Weapon placement is great, and seems well thought out for a map this size. The thing that stands out most in my mind after playing this level quite a few times is the many original things I saw done here. The seamless integration of the bulldog is one, but there are some really great things to see in this level. Instead of relying on a "one-trick-pony" with the bulldog, Bucky has built a solid level that will push for teamwork and add vehicle tactics to your list of things to master. Of all the CTF maps, this one is special, and should be on your download list. ~rAzOr~ Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7181.jpg[/img]
soon! [img]http://www.gamingfiles.com/screenshots/1/files/7180.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7180at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7180bt.jpg[/img]
blackness, cracking your neck on a handful of steampipes on the long way down, lets see how you feel about Hypsophobia... Here is a quote from the CliffyB 0wnage page about this map:[quote]Upon viewing the shots of this map I thought "Well, it looks OK, nothing amazing. I'll download it and give it a go regardless." Well, I'm really glad that I did, because this is a good looking, solid, fun map that everyone out there should check out. Ed has taken the static mesh set used in Orbital and bent, twisted, and rearranged it into a medium sized house of fragging fun. The layout is very much the classic DM "figure 8" setup, with looping hallways and catwalks that provide a nice amount of vertical gameplay. That's a plus +10 in the CliffyB book of Deathmatching, my friends, take note. Any time you give me a map where I can hang above the n00bs and spray flak death on their still-wet-behind-the-ears heads I'm happy.[/quote]
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]
storming it taking one of the various paths you can take. The map is pretty much a mirror image of itself on either side, give or take a pumpkin, tree or two. However, there are some bugs in this map that detriment from the fun. Theres this odd bug in the map that causes the game to randomely drop a graphic*example, you load, and your assault rifle is grey, un painted, or you load again, and one of the ammo boxes is grey and unpainted*. Also, weapons, especially the biggies, like the redeemer, have this habit of going netherworld into a map hole.*an example, firing a redeemer rocket at a pumpkin, and the rocket goes into a null spot inside the pumpkin, and effectively disappears*. As far as presentation goes, this map is a mixed bag. The theme and overall look of the map effectively conveys the halloween spirit, but its brought down by technicalities. Light sources are the bane of this map, especially inside the jackolanterns, which were obviously "pieced" together when this map was made, because the light breaks up into lots of "angles" on the floor and such, giving the rest of the map a smooth feel, and the jackolanterns, which are a landmark for this map, a broken, disjointed feel. This map also comes with its own music, "wallflower" something or other, its ok music, don't know how it fits with the halloween theme though......Anyways, the map flows ok, bot play is spotty, as they tend to be braindead runners, however, human play gets quite interesting, with all the nooks and crannies and the open structure of the map. So, despite its flaws, it's still an enjoyable medium sized CTF. PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7132.jpg[/img]
changed and new ones added. Game play is alot more fun and exciting now! [img]http://www.gamingfiles.com/screenshots/1/files/7131.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7131bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7131ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7131dt.jpg[/img]
map we've all come to love, plays great, albeit, its a little smaller looking, due to the new engine. All of the weapons are in the places they were before, or there equivalents for that matter. And the bots pathing, wow, the bots will kick your butt but good. Again, so will any self respecting UT Vet on this map. I suggest a player load of 6 to 10 for guaranteed fun. What can be said, its a perfect port of one of the best maps in UT's history, download it now, or be shamed! --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6375.jpg[/img]
slick! [img]http://www.gamingfiles.com/screenshots/1/files/7096.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7096bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7096ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7096dt.jpg[/img]
tower. Yay! Enjoy! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7121.jpg[/img]
part, this map is balanced, relatively same design on either side, however, red has a "straighter" run to the flag then blue does. Bot play is solid, they go the the shoreline bombard you while some go for the flag. It should be noted, player count should be kept around 4 or so on each team, anything more, and the map starts getting mindless due to the design and size. A fast and furious little CTF. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7118.jpg[/img]
he based it on a Quake map, and it shows, right down to the jump pads and the default"super shock rifle" on the map, which effectively can turn this map into a full on rail whore....errr, Quakey map, he he. The map looks great, lots of different lighting is used on different areas, so you don't feel like your running through stale hallways. The map plays well, with the multitude of paths to take, a large team playing as a team is a must. And the bots play this map very well, albeit, they do get caught up on some jump pads, which almost seem bugged at times, causing you to crush yourself occasionally. However, the larger gripe with this map is not so much the jump pads, as its ultimately Quake design. The flags are both in alcoves in the wall, that either require jumping, or hitting a jump pad to get to them. This can cause un abnormal ability to camp the flags, and really detracts from the fun when people catch on. Design flaw aside, its still a good map thats worth playing. ~PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files/7116.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7116bt.jpg[/img]
:thumbsup: [img]http://www.gamingfiles.com/screenshots/1/files/7115.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7115bt.jpg[/img]
limit! ;) Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6648.jpg[/img]
players. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7109.jpg[/img]
here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7095.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]
players, I can\'t imagine how we used to fit 8 people in here back in the day. Still, it was a good excuse to dig unrealed out and get back into the flow of mapping in preperation for soem fully original maps.[/quote]Any ut fan boy that starts flaming quake will be banned :) Nice conversion :thumbsup: Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7090.jpg[/img]
before falling in the pit for effect! Story: Unreal Tournament had been proud of its winners. But the losers have to pay the ultimate price. All losers SENT to go to the Slaughter Pit. Here they have two ways to die. One; they can fall down an extremely painful pit and break every bone or Two; go down a pit where they will see trophies that they could have won then end up in a long pit fall. Kewl stuff :) Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7089.jpg[/img]
course you can try to play more but it can get a little crazy. Bot waypoints have been added if you wish to play with bots. The name 'Trousers' is not related to anything in the map, i just couldn't think of a name so i thought this one sounded funny. Thank you for downloading my map and I hope to make more maps in the future.[/quote]Check out http:// www.vicanin.com/ut2k3 for more screenies! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7088.jpg[/img]
reason is for this a long long time ago I had started a ctf map that was for UT1 but I had a system failure and lost a custom texture file in it and the map rendered useless. So this will be ][ and now is the reason why I always embed my stuff right in the map![/quote]Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7081.jpg[/img]
fall and other special effects will be added! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7075.jpg[/img]
way to the top, but if whoever gets there first gets the special prize at the end :D It might even improve your jumping/moving skills in deathmatch/ctf/bombing run, who knows? [b]Note:[/b] This is really only the first room of the map the author is still working on... He plans to have 3 more big rooms with different puzzles / obstacles in them (something involving the bulldog..? :D) so it\'s 25% complete. Well, I must say cool map so far, It\'s quite a challenge to get to the top as fast as you can no matter how good you are :thumbsup: Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7067.jpg[/img]
name is Ninling. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7066.jpg[/img]
large room (it's cooler then it sounds honestly. [b]Added since Beta2:[/b] - Redid all lighting on the level. 20x better now (trust me). - Added new platform for Super Shield. - Added loads of Emitters. - Re-textured some area's. - Added loads more Eye candy (everybody likes eye candy!!!) - Used Anti-portals where possible. - Gantry's no longer see through (so i could put Anti-portals in some of them to help system performance). Also makes it more challenging to track somebody across the level. - Added Sounds and Music. - Jump pad added next to Double Damage (nice Emitter fun ;) meaning bot don't get stuck anymore. - Removed some chains and other static mesh's that obstructed flow. - About 1,000 other bit's and pieces. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6452.jpg[/img]
or those times when you want to get your ass handed to you on a silver platter by bots. The author tried to keep the feel of the game the same by keeping the Rocket Launcher the dominant weapon. All the other weapons are short-range ones that pack a punch. The inclusion of the Lightning Gun was to make one other weapon long-ranged. However, because of the small, fast-paced nature of this map, there is no additional ammo for the Lightning Gun. Each person gets 15 shots...unless you pick one up off someone's corpse. [img]http://www.gamingfiles.com/screenshots/1/files_extra/7064a.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7064b.jpg[/img]
cell shading! CTF-Cell is a mock of the widely popular cell-shading rendering techniques. Awesome job, to bad it lacks bot paths :( but other than that :thumbsup: [img]http://www.gamingfiles.com/screenshots/1/files/7030.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7030at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7030bt.jpg[/img]
secret rooms it\'s hard to escape the bullets, but in the larger halls it\'s easier! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7024.jpg[/img]
too. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7015.jpg[/img]
=== ===================================== ===================================== One word: Excellent. This map has it all, good play and good looks which is rare these days. This map is a fast-paced Egyption style map and as the ReadME states, it recommends 2-4 players, and I agree. ------------------------------------- Texture Usage: NICELY done. Everything meshes so smoothly together. It's all so dynamicly put together, and it has VERY minimal misalignment, and since I know that misaligned textures are anything but avoidable I will give it what it absolutely deserves. Texture Usage: 9/10 ------------------------------------- Architecture: Excellent job here, too. Just about NOTHING gets in your way. And, I found that my FPS were really high! Nothing irrelevant was found, just smooth sailing. However, I found that some of the areas were too small, yet tolerable. Architecture: 8/10 ------------------------------------- Layout: Eh. This was faulty area, if you could call it that. I found myself getting lost often, although it's not a maze, it is with 4 bots. Layout: 8/10 ------------------------------------- Lighting: UHH! Good GOD! This is some of the best lighting I have ever seen! This is SO dynamic, and well made. When your outside, it feels like your outside. Not just that, but it's not just random lights added in different spots. If the creator needed a new light, they added a new light source (like a lamp, or torch), and it looked like it was actually coming from there! Satisfaction Guaranteed! Lighting: *10/10 ------------------------------------- Overall: Textures: 9/10 Architecture: 8/10 Layout: 8/10 Lighting:*10/10 Weapon Usage: 8/10 Total: 16/50 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 ---------------------------------------
the good stuff. Kickers help you move around, but there were some small problems with them. In some instances, they would not work, so I would just walk off the edge of a platform (splat) and in other cases, they would propel you way too far (again, splat). Bot pathing is non-existent, so look for some human players. Shock-Whores will elate in the easy of blasting poor fools of the edge, I was reminded of Force-Push in JK2 :) ~rAzOr~ Be sure to also check out the [file="6994"]DM version[/file] of this map! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6995.jpg[/img]
very similar. Well just read the readme below for more info :) [img]http://www.gamingfiles.com/screenshots/1/files/6974.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6974bt.jpg[/img]
and the added rain/thunderstorm with the green lighting gives this map a dreary, battlefield feel. Bot play is awesome on this map, not only do they use weapons intelligently, and know how to strafe effectively, they also make intelligent use of the translocator, which is a welcome change. With large teams, this map is great fun, and can become a test of your dodging ability while traversing the field. Definitely rotation worthy. ~PhilPhoenix Be sure to also check out [file="6974"]CTF-Outlook 2003 SE[/file] which is very similar. [img]http://www.gamingfiles.com/screenshots/1/files/6973.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6973bt.jpg[/img]
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]
skin and pasting stuff onto it. A lot more went into this skin though, which used ApoX3K\'s awesome Sophia skin as a base. So many much thanks go out to ApoX3K for letting me use his skin, and for giving me feedback on Akane during creation. The fishnetty-type stuff, the bodysuit\'s color, accents and shadows, and Akane\'s forehead tattoo were all done by hand (or mouse, rather), by me. If you want copy of the texture without the fishnets or tattoo, e-mail me.[/quote]Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6935.jpg[/img]
power-ups and weapons located evenly throughout the map. At the corners of the map, there are lifts that you can take to get up to the upper level which as a platform running across 2 sides of the map, with an ajoining platform running across the middle of the map. This map is really good, I\'d recommend getting this one! CaNNoN
place or double jump in two others or use the TL if it's enabled. You fall off and your dead. With that in mind GET FRAGGING. The map contains ORIGINAL music made by myself. The song is called "Deathball 2003 Theme." So TURN UP THE VOLUME![/quote]Wow, very nicely polished map, runs really well and it's great fun, even with godlike bots (for me :D) The music is pretty damn good as well, I was quite surprised to read that Excelsiore did it himself! Good job! :thumbsup: [img]http://www.gamingfiles.com/screenshots/1/files/6867.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6867bt.jpg[/img]
recommended! The atmosphere Golgotha breathes is pretty darn nice as well! Good job! :thumbsup: [img]http://www.gamingfiles.com/screenshots/1/files/6858.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6858at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6858bt.jpg[/img]
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side stairs, straight up the middle ramp, etc.. The only thing I noticed was that going up some of the ramps and down some side stairs is that the screen went black as I was moving (I don't know if it was my graphics card or a graphics glitch). If you like those underground/gothic looking maps, this is your map. [b]CaNNoN[/b] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6843.jpg[/img]
which allows you to jump up to the upper platform. On the upper platform, you have more power ups and weapon spawns. There are two more platforms on either end of the map (which I never was able to get to when I played it. Overall, an excellent map and I highly recommend downloading this one! This map will get some good downloads, so go get it! [b]CaNNoN[/b] Note: The author kinda messed up the zipfile by putting the map in there twice, but we aren't allowed to chanGe that. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files_extra/6835at.jpg[/img]
Rounded off edges, added lights 6. Sound effects 7. And last but not least, a couple big oh logs floatin in the toilet :) A song from Megadeth called "Sweating Bullets" is included, w00t! Here's our old review of the previous version of this map: Immediately, upon entering the map, it hits you, your in a bathroom. Go figure. This is by all means a large, spacious map, better suited for a sniping map, as shorter ranged weapons are almost lost to the sheer size. Once everyone is on the floor, it can get interesting, assuming you have 10 or more people on this map, like I said, bigness isn't a problem here. The wall/floor/ceiling textures are ok, at first they look a little unpolished, but considering the maps...murky setting, it actually adds to the map somewhat. But if you go beyond the aesthetic grip, theres still one major flaw that brings my score of this map down. You can spawn on top of all the facilities and such, but once you hit the ground, theres where you are, theres no jump pads or lifts or anything, anywhere, and considering that some things are only found up top, it really detracts from the flow of the map. Still though, with alot of people playing this map makes a great "field of death". If your into mass slaughter, pick this up. Note: Has a music file featuring Megadeath --PhilPhoenix
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]
funnyest looks from, all the newbs we reap. Hey hey hey in the sewer, ninja turtles cant be found, but there are bodies everywhere, scattered on the ground!!! lol So yeah, This is the author's sewer Rendition Rat board, Tried to level the weapon placement best he could. Designed the level in some ways to prevent ghosting, redeemer and and insta gib are so high up that your gonna end up loosing some energy trying to get to them but if your good enough that shouldnt be a problem with the ample adren and health placed randomly, lol Check the readme for more :) Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6737.jpg[/img]
the sometimes glaring green light, which could use a little tweaking. The layout of this map provides some good camping/sniping spots, so this would also make a good instagib/zoom instagib map, as well as the normal DM. An average map with a good layout, worth the download. --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6768.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]
ceiling and the snow on the floor look good, and the wooden stands look, well woody. However, the walls look less detailed. Onto gameplay, now, as I understand, this is a counterstrike map, and for counterstrike, I guess its a good map, personally never had a taste for the game, but for UT2K3, at least in this rendition, the map is very very unbalanced. The inclusion of a redeemer in this map is almost self defeating, as the area is so small you'll end up hitting yourself alot, the wooden stands tend to get in the way, and you'll find yourself playing alot of cat and mouse. It's still a good DM map though. If your a CS fan, you'll get this regardless, if your not though, it all depends on taste. Get it if it tickles your fancy Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6752.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]
go! [img]http://www.gamingfiles.com/screenshots/1/files_extra/6712at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6712bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6712ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6712dt.jpg[/img]
rights and who owned the site. In no time it was a full battle for control. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6711.jpg[/img]
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]
making games with alot of people on each team alot of fun, as theres rarely any congestion. And the addition of all the countless trees in this map makes an interesting addition, which can either excite or annoy, depending on your side. With the flag, you can easily make a getaway through the trees, and force your persuers to use accuracy based weapons, as splash weapons won't make it through the trees. The map looks good, everything looks in place. The only quirk I could find was that some trees were "planted" a couple feet above ground. Other then that, this map is a solid addition to any rotation, or for solo play, as bots in this map are really good. Also, theres a music file with this map, "We are the pain men" I think. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6687.jpg[/img]
fun PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6181.jpg[/img]
hehe[/quote] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6680.jpg[/img]
here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6654.jpg[/img]
HULTGREN for the original concept of this redeem action !! :-) ( dm-redeem ) Thank\'s for playing this map ! Bee[/quote]
"anti-flag carrier" protection. Just bump into it, and watch the opponent get crushed. This is a great map to add to your arsonal. Bots are all well configed, so if you want to play instant action with it, you will have just as much fun. Be on the look out for a secret in the underground sewer pipes. Hehehe. Enjoy! [/quote]Map seems a little bare and basic, but good fun none the less.
doesn't do the map any good (at least, that how I feel about it) Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6580.jpg[/img]
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]
rocket launcher. There's an upper level to this map that can easily be reached by a ramp. Well if this is the first map of the editor I sure hope to see some more work of him in the future. Bibadi
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]
also wins 1 frag each 5 seconds.
DM-Garage. Not by Ray@VSK this time but by micro. "Bulldog" included, carnage guaranteed! hehe, check the screenie below :D So, what's next? DM-Penthouse-DukeNukemStyle? :D any takers? :beer: :rock: Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6323.jpg[/img]
exactly the same map only with other weapons, bio-Rifle has been changed with the lighting gun. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6451.jpg[/img]
on it. If anyone could possibly redo the bot paths that would be great because I\'m not the greatest at doing that. Thanks! The map also has a few secret rooms and tunnels.[/quote]
in mapping history, the ghosts of all the Dead Cats past rose from their graves, gathered here, and built these massive halls of stone to honor Hobi-Wan`s redemption from the evil pit of lethargy. For that reason, and as far back as any gamer can remember, they have been known as the Halls of Redemption. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6399.jpg[/img]
playability and there\'s nothing to get stuck at... so here goes D/L and enjoy. Ideal playercount is 2-4 ppl so it\'s (feels) smaller then the original, but it\'s the same size.[/quote]Enjoy!
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]
room, the floor, are a bunch of squares*crushers* that randomely go up and back down. Needless to say, this complicates matters. You can get the flag, turn around, and low and behold, the floor has just risen up, blocking your exit, or your all the way in the middle, and the entire middle section of crushers go up. It adds a welcome variety to CTF. The size, however, does feel constrictive, and will tend to frustrate many, as well as the fact that the crushers completely unbalance the gameplay.. Still, an inventive little map. ~PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6377.jpg[/img]
weapons reside, within colored areas that sometimes coincide with the weapon, red for rocket launcher, green for bio gun. Red and green are the primary theme in this level, although theres a whole blue section as well, dividing the map up effectively so that you know where you are, and where the weapons are. Theres even a redeemer hidden in this level, although it will be quite obvious where it is once you've played the map. Textures are well done, rangin from stone, to metal, to brick, and back. The map also flows very well, with human opponents that is, bot pathing is none existant. A good map, all things considered. I'd suggest a player count of roundabout 12 minimum, as this map is quite large. --PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files/6257.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6257.jpg[/img]
corridors. The map looks great, no so much just because of the default textures, but because of the use of lighting in this map. Red and orange glows fill the map, from place to place, and help set up a map that you'll be able to rememeber in the heat of battle. Theres only one minor graphical point really on this map, and that is the lights, aka, in the smaller rooms, the lights on the ceiling, have this texture distortion eminating from them, other then that, notta. Needless to say it looks great, but does it play great? Once again, score. The map is structured great, providing opportunities for all sorts of kills, from plain ol run'em down action, to plenty of z-axis kills. The map flows very well, with human opponents, as bot pathing is spotty at best."they're prone to standing in teleports and jumping in pools of acid". I'd suggest 4 to 6 players for this map, any more, and you'd ruin the fun. A great all around map, download now. --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6342.jpg[/img]
necissarily focusing on them. Bot pathing is none existant for the most part, making this a human player map. This map is basically a fleshed out, in your face, lets have so fun already version of the vehicle demo. Five bulldogs can spawn, so I suggest a player load of about 15 for optimal fun. Five people get in bulldogs, the rest run away and try to avoid getting locked onto by the bulldogs turret, or even worse, run over. Get this map, and cut loose, it's a great party map to play with friends. --PhilPhoenix [img]http://www.gamingfiles.com/screenshots/1/files_extra/6338at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files/6338.jpg[/img]
originally intended to be a remake of the formentioned map but turned out more gothic so it is GerbilPancakes. Enjoy! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6321.jpg[/img]
room - Added +50 health instead of minigun - Moved pulsegun into the center health room - Moved shockrifle to the goo spot next to the jumppad - Moved goo to shockrifle posistion - Added 4 vials in rl room close to the windows - Added 2 vials under the ramp, bellow flak Enjoy! :beer: Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6325.jpg[/img]
music file. It feels the grand, yet mystic look of the map, I myself can't discern where the music is from, sounds almost like its from Anachronox. Pacing on this map is great with a high player/bot count, anywhere from 10 to 20. The bot paths are good, and they know where their going. All in all a great DM map, would almost be better suited for a team death match or capture the flag due to its sheer size, but still, a great map. Download it! [img]http://www.gamingfiles.com/screenshots/1/files_extra/6324at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6324bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6324ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6324dt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6324et.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6324ft.jpg[/img]
Park[/file] - [file="6266"]Lily Liver[/file] All 4 maps are conversions from the [file="6103"]Dead Cat Capture the Flag Map Pack[/file] which in turn were conversions of UT maps... Well, just enjoy them! :beer: [img]http://www.gamingfiles.com/screenshots/1/files/6263.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files/6264.jpg[/img] Acid Pipe & Boom Boom Bridge [img]http://www.gamingfiles.com/screenshots/1/files/6265.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files/6266.jpg[/img] Car Park & Lily Liver
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]
oval shaped, two levels, weapons and health evenly laid out, with a hidden redeemer. The map is textured as a tin can, as it were, and its textured very well to that extent, the map has a genuine stuck in a metal container feeling. Like I said before, there is rain in this map, albeit rain that travels sideways, but its still rain, and it fits with this map, adds to the aesthetic feel. The one odd gripe about this map is the ceiling. Sure, its textured as sky, hence the rain, but thats not my gripe, the giant ut2003 box on it is, it feels entirely out of place. No harm done though. The map flows nicely with about 4 people, human, not bots, as theres no pathing. However, having alot of people on this map, say 20, not only produces what can only be described as carnage, but with a redeemer on this map, it also produces something call holy **** . If your looking for a good 4 person map, or a map for pure carnagge, this fits both areas nicely. --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6246.jpg[/img]
rocks, and weapons, and then the ramp, which ascends high above. Weapons and health are scattered about on your way up, with a lightning gun, ion painter, and a random health powerup occupying the very top. Now, the overall quality of all the textures on the map is great, although a bit bright in places, but not overly so. The bot pathing is ok. The main downfall of this map however, is perhaps in its nature. When playing this map, looking the weapons layout, that being the melee towards the bottom, the sniping at the top, you get this feeling your playing an assault map, from the old UT. Thats perhaps this maps one pitfall, its to big for its own good. Still, your in for some inventive gunfights, as at any given point, you'll be taking fire from several different directions, and if things get to hot, you can jump off into the pool, which is always fun. I"d suggest a player load of 10 at least, because, once again, it is a very large map vertically. If your not afraid of heights, get this now! --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6258.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
greenish look, but it fits. The map also comes with a music file, the bass heavy music track from the matrix, which goes well with the lobby, since it was the music used for it. Bot pathing is good, for what there is of the map to traverse. The map does flow quickly though, given a player load of about 6. All in all, a faithful recreation of the matrix lobby for ut2k3, great for fast and furious DM's. Download now! --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6243.jpg[/img]
weapons, health, and etc. Being as this is a beta, the textures on the walls don't look finished. But thats not really the point of the map. For a slow game, I'd suggest 2 to 4 players, which can be bots or humans, bots appear to have pathing, but on a map this confined, the difference between pathing and the bots in-born auto strafing is negligable. However, this map can be played with 10 or more, which leads to man instances of ludic. or even holy **** kills. A great DM map for nothing but pure slaughter. By all means, get it already! --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6242.jpg[/img]
effects enable. If you want to see the tires moving, be sure to set 'Physics Detail' to High. Setting->Details->Physics Detail in the UT2003 menu. More than 1.5 Ghz CPU recommanded with this setting. Enjoy! :beer: Here are some tire shots: [img]http://www.gamingfiles.com/screenshots/1/files_extra/6241at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6241bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6241ct.jpg[/img]
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]
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]
one! [img]http://www.gamingfiles.com/screenshots/1/files_extra/6191at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6191bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6191ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6191dt.jpg[/img]
it my self. She has shadding and diff skin tones from where her showder or womanly groves are lol,like its supposed to be. Keep in mind thats the way to get it to look good, as for the flesh tone of course i got that from porn pics lol. Seriously tho[/quote]lol @ that forelast sentence :) Anyway, nice skin, couldn't agree with Karma more :D Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6190.jpg[/img]
deathmatch. This map is quite small, a bunch of ramps in a small circular area, with a pit with karma loving bars going a long ways down in the middle. Stone and grime seem to be the themes on this map, as it is a cave-like area, using default textures, the small area looks quite nice, although the bar pit itself, is blurrily textured. Not important really, but it doesn't match the overall quality of the rest of the map. The pace is fast and furious in this one, great fun, although, I'd suggest 4 people, rather then the suggested 1 on 1, keeps the blood flowing. Have fun with this one! --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6173.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]
textures are of the standard fair. Wide open side tunnels allow for good dodging in firefights, as well giving plenty of room while running the flag. Flag bases are easily defended (they can see you coming), but open enough to spot defenders (you can see them hiding, dirty campers : ). Also check out quick[fd]'s DOM-Extortion][ rAzOr
no other weapons available! Since my german is limited and the readme was german-only, here's my take on translating it : "This is a Funmap for Unreal Tournament 2003 and can be played in Deathmatch or Team Deathmatch. The map is perfect for TDM 2v2 but will work well for more players too. Finally, this map shows my first experiences as a mapper." Who needs babelfish? :D See readme file for further information.
Park[/file] - [file="6100"]Lily Liver[/file] All 4 maps are conversions from UT maps, enjoy! :beer: There's also a [file="6267"]Dead Cat Bombing Run Map Pack[/file]! Acid Pipe & Boom Boom Bridge Car Park & Lily Liver
here[/file]! There is also a [file="6266"]Bombing Run-version[/file] of this map!
here[/file]! There is also a [file="6265"]Bombing Run-version[/file] of this map!
but its when this map is played with a large group of people that this map really shines. Small details such as cubbyholes, and bigger things like z-axis combat, make this map a map you could play for hours. Seeing two teams working together as teams on this map is something to see. What can I say, a must grab. ~PhilPhoenix To get this map, plus 3 other CTF Maps by the same author in one map pack, [file="6103"]click here[/file]! There is also a [file="6264"]Bombing Run-version[/file] of this map!
here[/file]! There is also a [file="6263"]Bombing Run-version[/file] of this map!
click it) to test out the vehicle.
=== ===================================== ===================================== 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.
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!
years later the liandri took over the night temple like how the aliens took over the sun temple.
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
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
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
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.
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!