Unreal Tournament 2003
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 :)
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.
description up as soon as possible!
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
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]
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]
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. ;)
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.
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
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]
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.
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.
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)
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~
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]
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.
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!
included, so maybe there\'s more than meets the eye, check it out and let us know what you think!
[/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.
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
description up as soon as possible!
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*
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.
except the redeemer and ion painter (because frankly they add nothing to it)~To be reviewed by the map reviewing staff
is no chivalry here - no manners and no mercy 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.
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
=== ===================================== 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
=== ===================================== 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
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
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
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
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 !!!!!!!!!!!!!!!!!!!!!!!!!
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 \"email@example.com\"
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.
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.
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.
them all. So its kill to survive. CAN YOU MAKE THE GRADE, OR WILL YOU BE WASTE MATERIAL ! ! ! ! ! ! !
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]
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
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]
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.
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.
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]
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!
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]
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 : firstname.lastname@example.org Web Site : http://www.shokazulu.com
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]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8464athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8464bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8464cthumb.jpg[/img]
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]
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]
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.
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]
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.
- 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]
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]
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]
Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7193.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]
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]
:thumbsup: [img]http://www.gamingfiles.com/screenshots/1/files/7115.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7115bt.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]
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]
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]
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]
=== ===================================== ===================================== 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 ---------------------------------------
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]
here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6857.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
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]
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]
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]
hehe[/quote] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6680.jpg[/img]
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HULTGREN for the original concept of this redeem action !! :-) ( dm-redeem ) Thank\'s for playing this map ! Bee[/quote]
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]
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
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]
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!
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]
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]
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]
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]
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]
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]
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.
more maps. If you can, please mail on my box to leave your opinion about this map.
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
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.
spammable now, because there are more ways to get there. I made the lifts in the two main halls move 30 percent faster, so that you can jump right towards the upper level. The two teleports improve game speed. I still have to fix some things, but the main design is there! I think the final version will be released in about a month (the end of Juin I guess). You will be able to find it in all large well-known online map databases.
the bots. I also like this room, becuse its really fun for some 1v1. The corridor part is just a long corridor, with some twists and turns, and tonnes of adrenaline pills. The funnest part of the map, and a really fun feature of it, are these platforms, that hover slightly above the ground. You can just on them, and just see where it takes you. On the way there you might squish some bots with it, or headshot them with your lightning gun :D Fun Map, worth a download, just for the platforms.
impossible to get, without mutators or a translocator. You may also take a transport to the next area The next area, is a big box, which I found not very fun. Also i couldnt get out of it without killing myself, so that was kind of annoying. It has some guns, and items, but overall its very plain, and boxy. The rugged terrian part is fun, the box isnt. Downloading it if you want to have some fun fraggin some bots on a hilly landscape.
deathmatch too. I hope you like it. The graphics are really accurate, and the textures have been meticolously aligned just to give the more realistic feeling possible. Anyway, this is only my second map made from scratch so, plz, be patient if there\'s anything you don\'t like![/quote]
tend to do Booster, but Invisible is good as well The health being in alcoves makes it difficult to get during a battle (but not impossible) The author added Adrenaline and Health Vials to the random spawn so it isn\'t too powerful
Match at it's best. There are many exciting visuals, sounds, and secrets, but it is doubted you'll have time to appreciate any of this as the game play is fast and furious in this classic Death Match map rebuilt from the ground up by the Map masters of SniperTek. Final release of the map.
bad spots, so it was the best I could do. I will be putting out a new MATRIX map, I will release it for UT2003 and UT2004, and if I do another map, it will probably be a Lord of the Rings map, there are so many dark realms to create with a lord of the rings theme. ------ HINTS: ------ There is a redeemer in this map, jump on top of the toilet paper role by link gun and bounce to get amplifier, walk onto the toilet paper roles in upper hill area to bounce over to the sinks (hint on bouncing to the sinks is don\'t push forward, just walk onto the roll of paper) (now i have pushed forward after hitting jump pad to amplifier and worked ok).
player from completely controlling every weapon/powerup and utterly dominating a match. A major problem with 1on1 in UT2K3 are the 30-0 blowouts when there\'s a difference in skill involved. With this in mind, I\'ve placed a keg of health instead of the 100 armor (so the person with map control can not self-damage and hog more armor, and the player at a disadvantage can get a much-needed powerup. Thanks to Masturmate for this great idea.) The basic layout of the map can be described as DM-Gael meets DM-Liandri, but don\'t worry, it\'s not as horrible as that might sound. Visit my website for several gameplay hints/trickjumps that you might not have noticed in the map. A couple rather obvious hints: - You can keep a watch over the rocket launchers, and the shield/keg alcoves from the grates on the floor on the 2nd level. - You can dodge-doublejump from the sniper decks directly on to the ramps leading to the damage amp.
Death Match at it\'s best. There are many exciting visuals, sounds, and secrets, but it is doubted you\'ll have time to appreciate any of this as the game play is fast and furious in this classic Death Match map rebuilt from the ground up by the Map masters of SniperTek.[/quote]
which keeps the map flowing abit. The only thing I find wrong with this map is the poor performance I got of it and I have a decent computer. This is intended for high end computers it seems...
author: [quote]This takes place at a secret location called Fraggenstein. Doctor Frag is working for the United Space Federation security project in the cyborgs division. Here, Cyborgs are at their best! Their body can be destroyed but not their database. They have been progressing in experience for the past decade. You are invited through telepresence to take part in their growing experience. By doing so, you are contributing to their skills, experience, attitude development for higher security in our galaxy.[/quote] -=Shuyin=-
much about the looks as I didn\'t have much time to take alook around with redeemers flying all over the place, the battle can get pretty hectic. Also you will notice GPrime has gotten better with his mappings skills somewhat.
read the Introduction Text in the UT 2003 Mapmenu.[/quote]
and watched by the ever vigilant petrified dragons you try and focus on what lies ahead of you. Victory or death, on Dragon's Peak.[/quote]
geometry. This is a very large and functional map. Due to it\'s size, a \'search & destroy\' style of offence and a \'fortress\' style of defence is often necessary. Players who prefer a \"faster\" map may be disappointed. The polys are quite high in many areas of the map. I wish everyone GOOD LUCK in the Assiniboine Cavern Author does not have a homepage.
enemy rocket will send you on a long journey downwards. Can't bother to mess around with it anymore, altough it might still need some work. So here we go: a medium sized arena on top of a very high tower. I'm very proud of the skybox. :D[/quote]
many hiding places. Really, get low gravity and translocator, it will make this map alot more fun. Its got new music as well, although you cant hear it at an audible level the whole time, but its new :).
into that canoe! (I think that\'s how you spell it...) You might get shot by an arrow!
different ones. I would reccomend this map for 1vs1 matches, its a nice map for that.
Quake years, and was referred to as the \"Amok\" class, which spawned a whole race of maps for Quake. This map is nice because it doesn\'t follow the norms, but it\'s lack of design is... Well... Lacking? It\'s kind of an eye sore to look at, but it is a fun map to play, check it out and let us know what you think!
is best playing Invasion on, but tends to be harder than most because of the dunes, they tend to induce more damage to the player because of the dunes... Anyway, it\'s a nice map, check it out and let us know what you think!
to make good use of it... The design is very unique though, and is a beautiful map all around, check it out and let us know what you think!
Cinder plant ajacent to the original become the replacement. Its time to dominate Cinder 2.............Credit to Cliffy B the author of the original DOM-Cinder\"[/quote]
grittiesof what was all changed.
of the same bells and whistles as the next one, but the lower polys were kind of a letdown for me, I\'m a steckler when it comes to detail, and it was lacking in that department. However, it is a nice map, very cool, and worth the download, or just really like bathrooms.... For a few more tidbits about the map, be sure and check out the readme file. Enjoy!
know what you think!
Check it out, let us know what you think!
If you\'d like to submit a real screenshot for this map we\'d be more than happy to accept it. Please feel free to throw your two cents in regarding the map, likes, dislikes, any bugs?
matches like hawks, in hopes of discovering the next great crowd-pleaser. Legend has it that the infamous Necris combatant Loque perfected his godlike aim here. SERIOUS DESCRIPTION: An open deathmatch arena, built for 1-on-1 or 2-on-2 team combat. If you crossed DM-Leviathan with DM-Gael, mixed in the lightning gun room in DM-Asbestos, and threw in a hint of Deck16, you\'d get something like this.[/quote]
be sure to give some feedback! :) *WaR>LoCk*
levels to give it an edge. The map is also beautifuly done. With several levels in the map, including a water pit in the bottom, there's plenty of nooks and crannies to explore. The floors are accented with grates, so you can actually watch for your opponents in the upper levels without constantly scouting. This map is an excellent deathmatch map and is definately worth the download! Let us know what you think, keep those comments coming!
copyrighted by Epic Games and Toonces T. Cat. It may not be used for any purpose other than game-play without the express consent of the copyright holders. DM-(IN) Blue World][ is a direct replacement for the existing Special Weapons version. All previous versions of this level are replaced by the version in this file. The basic layout is the same, but bugs of varying degree have been corrected and, in several areas, the map has been optimized to improve frame rates whenever possible.~To be reviewed by the map reviewing staff
the other clans and was forgotten over the years. Recovered by one of the most famous warrior, Betalus became a very popular fighting place for the Tournaments. - This map is designed for fast and furious gameplay for 2-6 players. GL & HF~To be reviewed by the map reviewing staff
amongst the aceademic community are those that dare to suggest that there is truth behind the rumour that Liandri corp has held position of the legendary \"Temple of the Snake\" for years, and uses it as a secret deathmatch location for the entertainment of those of extreme wealth.~To be reviewed by the map reviewing staff
governments, but between two megacorps: Liandri Mining and Izenaki. Both seeking after Purgatory\'s mineral resources, and landing at about the same time, they fought a harsh and hot battle for the few patches of actual land on the lava-planet. Scorch Outpost is a remainder of this war, built by Liandri as a stronghold to defend a key-position between two mountains. Most of it destroyed in Izenaki\'s last and rather fruitless attack, the remaining parts were slightly modified and are now employed by Liandri as a dueling arena.
gameplay. To be reviewed....
permission. * There are lots of polys in this map. I\'ve found it runs smooth with maximum detail at 800x600, so I would suggest that you start there and scale up depending on your system specs.
combination of meshes and 3d looking textures. It does the job in a real nice fashion. The map looks pretty real, and is very fitting to the sort of map this is. The layout on this map is real fitting to the "1on1" tag, since it is, well, small, and has a tight layout, with many nooks and crannies to suprise your enemies. The tight layout might be a problem at times, since it can get in the way of movement. Also, the waterfalls can be some of a problem, because of two things. One, they might block things from view, hiding a passage and such. I suppose that is what it may have been meant to do, so that isn't a real beef. My other beef with the water falls is that the cause framerate drops, which could get you fragged :(. The weapons have been placed very well, and give this map great flow, along with its nice layout. This map was fast paced, with nice looks, and i recommend it to you for a try. -DoomStalker
=== ===================================== ===================================== Now according to the ReadME file provided by BLACKHAWK in the zip file this was his first. This map was a map that you have to play to believe. It could have been alot better. The layout was decent. But I felt like I was going no where. Maker, if your reading this, it was just too big. ------------------------------------- Texture Usage: Unfortunetly, this map had no scheme for the textures. It looked completely randomly put together. Not to mention it was all misaligned. However, this is his first map. Most people that make their first map have some bubbly texture somewhere. Texture Usage: 4/10 ------------------------------------- Architecture: Well, like I stated previousely the map was too large. And, I went no where. I got stuck in a large room in the center, and took damage in the process. However, it was quite easy on the FPS because of the lack of decos and effects. Architecture: 3/10 ------------------------------------- Layout: Too big, too irelevant. I got cought in the big room often. It was impossible to get out of the room I got in, too, which is major in the score. Layout: 3/10 ------------------------------------- Lighting: Some rooms had defualt lighting. Other rooms had poor shadowing. However, it did effect the mood of the map. Lighting: 4/10 ------------------------------------- Overall: Textures: 4/10 Architecture: 3/10 Layout: 3/10 Lighting: 4/10 Weapon Usage: 2/10 Total: 16/50 16 - Mediocre 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 ---------------------------------------
and changed the layout slightly to be "no-frills". There are no nooks and crannies,so there's nothing to get caught on, like in Curse3. The texturing is heavy on bricks, and that gets old, so the map starts to look boring after awhile. This map should run well on most, if not all, decent gaming machines. I would say that a minimum of 10 people are needed for this map, in order to have a lot of fun, since this is a decently sized map. -DoomStalker
battle, which is what this map is set up for. There are few powerups in this map. There are very few adrenaline packs, health pickups, or many ammo pickups. There are, however, both of the superweapons, the Redeemer, and the Ion Painter. The lighting on this map is bland. Most of the map is in darkness, since this map is in a nighttime environment. This leaves most of the map in darkness, and this can lead to problems when trying to see who's shooting at you. The texture job in this map is also bland, with one texture blanketing the entire map. Blah. This map is good for a 8 plus person deathmatch, but the fun would probably wear off pretty quick, as there is only one way to play this map and that's as an all out meele. I thought the idea of a golf course DM would be fun, but this one was rather ugly looking, and had limited playablity. -DoomStalker
Author has kept to the great layout of the original one faithfully and weapon placement is the exact as well. The map colors are bland and flat but hey, it's a remake of the first deck16 (which is bland and flat). One of the noticeable differences is that the lift textures are not really a weave type or netted like the original and it is hard to see where the lift is...or if it is even a lift. You kind of just happened to be standing on it and it moves...woa! The crate textures from the UT version have been replaced with a tech style texture. This map runs smoothly with the recommended amount of players (10 or less) but do beware… even though this map doesn’t have lots of eye candy it can run a slow on inferior machines and certainly with muts like gibalicious running, it can get sharp FPS drops. Bots played well with no problems and most importantly they did not seem to gravitate to any particular location or get stuck. Bots also used all weapons on the map equally. If you want a map to play some old UT mappage on the new engine, I would recommend this. If you’re an eye candy person there may be something else out there for you. *Note to author and future mappers, when making maps, make sure there are no spaces in the map name or the client cannot download it from the servers or a redirect.
levels are copyrighted by Epic Games and Toonces T. Cat, Balefire, and Hobi-Wan. They may not be used for any purpose other than game-play without the express consent of the copyright holders. Each map has 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 Some of the Invasion maps have secret areas. These areas can be extremely difficult to reach without killing yourself. Some of these zones 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 Invasion 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
battle sized arenas. Employing a definite industrial theme, DM-Darnell links a series of localised fighting arena\'s with corridors, high level walkways and underground passages, a recipe for crossfires, chases, escapes and frags!
there is also a spectator area with added grating to no-one can accidently kill all the spectators...
spammable now, because there are more ways to get there. I made the lifts in the two main halls move 30 percent faster, so that you can jump right towards the upper level. The two teleports improve game speed.
placed evenly around map. This is a wkd download so get it now!!! :) lol. BTW can that green sludge kill you... I was to scared to go in it ;) tell me if it does :) lol. Onsl4ught
yet :) It\'s fast paced for a big map and the bots get around all over in it. There are two hidden spots in this map. So far everyone has enjoyed the hell out of it, I suggest it highly. Tons of sniping angles and fast gameplay.
will be granted to the one who can unlock its secret!
accurate, but its pretty damned close.
with is the shock rifle. If your looking for some fast-paced fraggin fun, this map is for you! CaNNoN
movements and tricks. With knowledge of them you can get from one side the map to other side quite fast. So overall gameplay is much faster.
areas a extra lift which can be used to rain rockets down on unsuspecting players, better flow, access and just looks awesome.[/quote]
speed. It\'s basically very good fun.
feel. It kinda reminds me of some of the DM maps from good old Quake2, but there is butt loads more detail. The design seems good, lots flow and room to manuever.
play on our server, or if you just want to install it on your own server.
Very fast. Download it now if your going to play on our server, or if you just want to install it on your own server.
and should be suitable for a small number of players. Has your standard power-ups located throughout. No readme file or screenshots were provided, so I\'m \"winging\" it on this description.
4 spawn points that are connected by pathways leading to a water fountain located in the middle of the park. Nice change of pace from all of the space-type maps out right now....Good Job!!! CaNNoN
the map, there is a room you can go into and get the redeemer weapon, so LOOK OUT!!
side of the ship to the other, as you will be floating off into space and have a nice up close view of the moon. I especially liked the soundfiles that came with it "Death is Irrelevant" was my favorite one! The only thing I would probably suggest to the author is to maybe have a few more weapon/powerups (just my opinion). Otherwise, this map ROCKS!!! [b]CaNNoN[/b]
ammunition is created for each competition, however due to its limited shelf-life and reactivity with oxygen it becomes quite unstable and must be broken down into environmentally safe products through a series of chemical distillations in this facility. The large boiler heats the disposed ammo along with chemicals for neutralization. The heated material is pumped underground to the water-cooled pressure chamber for steam distillation and then removed from the facility. Numerous ventilation ducts keep fresh air in the facility to keep a toxic green gas from accumulating in the plant. Catwalks and observaton decks are present for monitoring the detoxification progress as well as fuel tanks for powering the boiler.
hitch/snag in the top mozt tunnel with the sniper ammo, when heading away from the top room with the RL in it. But, this is a beta and that will probably be fixed in the final. It's a little dark over all in it's color scheme, it could use a little more lighting in a few places. Good map over all! Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8974.jpg[/img]
Static Mesh error as well as updated installiation instructions.
doorways/openings made slightly taller so it's a little easier to speed through them, but that's just me. -Ghost Rider Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8922.jpg[/img]
Liandri were quick to secure tenancy, sending tournament competitors to die at the hands of the pad’s notoriously fast-paced z-axis frag-action. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8788.jpg[/img]
is the sequel of 'dm-EgyptByDay', which is not finished already... reasons will come with .txt file when it will be out. I've especially polished my terrain to get the best gameplay I could give with this map.[/quote][img]http://www.gamingfiles.com/screenshots/1/files_extra/8466thumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8466athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8466bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8466cthumb.jpg[/img]
power-up's scattered about. The two indoor areas are where this map starts to flag. The collapsed mine shaft is nothing but a small tunnel terminating in a dead end. This really hampers the flow of the map. I could see this working if there was a valuable pick-up in there, but the small amount of ammo and a few health vials hardly make the trip worth it, and the fact that the Flak Cannon is right outside the entrance make this nothing more than a pointless death trap. The second indoor area seems to serve no purpose at all. I not sure what kind of mining facility has a large sky-light, but there it is. The two lifts have a very annoying delay before they activate, and due to the low ceiling, lift jumps are out. I tried multiple times to run in, lift jump to the Lighting Gun, and zap any sorry bastards who might be following, but between the delay on the lifts activating and hitting the ceiling, this was a waste of time. This also really hampers the flow of the map. So much more could have been done with this. A larger mine shaft leading to an underground cavern and a warren of branching tunnels, a control station with rusted out abandoned mine equipment, you name it. If the author is going for a small 1-on-1 style, then flow is key to keeping the action fresh. This map is a great starting point, but much more is needed. ~rAzOr~ Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/8366.jpg[/img]
Weapon placement is good and ammo placement is intelligent. I think there could be one or two more health powerups, but smarter playing may eliminate that need. :D Overall a very fun map. Will you make a deposit or a withdrawal from the Bloodbank? Click to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7929.jpg[/img]
Counterstrike. [img]http://www.gamingfiles.com/screenshots/1/files_extra/7816thumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7816athumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7816bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7816cthumb.jpg[/img]
towards the outside of the map. But if you play with something like 30 bots that doesn't matter (seeing as there are only four corners). [img]http://www.gamingfiles.com/screenshots/1/files_extra/7793thumb.jpg[/img]
map. [img]http://www.gamingfiles.com/screenshots/1/files_extra/7786thumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7786athumb.jpg[/img]
to learn as much as I can with Uned3.0. I have learned a bit but still have a long way to go. Hope you like it.[/quote] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7328.jpg[/img]
addition will take us far below ground . who know what lies just beneath the surface.[/quote] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7327.jpg[/img]
map build for at least 8 or more Players. There are some different rooms like in a big pyramid with some surprises (so try to find out and don´t loose the ground under your feet!!!).[/quote] Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7237.jpg[/img]
added. Mid-sized DM map with two rooms and a hallway connecting them. One room has a lava river while the other has more industrial machines. The hallway is ripe with sitting duck potential. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7159.jpg[/img]
engine. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7219.jpg[/img]
double flushing! The BRdmSE.utx file must be put in your textures folder for the map to work. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7165.jpg[/img]
to be a pepper too? Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7158.jpg[/img]
Blood Gultch map :) A domination version is up next! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7146.jpg[/img]
soon! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7110.jpg[/img]
theme! [img]http://www.gamingfiles.com/screenshots/1/files/7082.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7082at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7082bt.jpg[/img]
appreciated. Xlucifer33@yahoo.com is where to send the feed back.[/quote]Very nice coloring throughout the map!
plain / simple so I suggest adding the UT2003 touch to it, bells and whistles :D Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/7021.jpg[/img]
job! [img]http://www.gamingfiles.com/screenshots/1/files/7007.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7007at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7007bt.jpg[/img]
:( Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6970.jpg[/img]
throughout the map. At one end of the map, there is a ramp that you can use to get to the second/upper level, where you will find more power ups and the rocket launcher. CaNNoN
to level your skills. Improved AI prepathing shows the real potential of Unreal Tournament 2003 bot AI. This is no easy fight, and those with heart problem should not play! \"Catalyst S8-L2\" is good by default and good for any mutators currently available via retail package. This level is optimized for single player as well as network play. Though network elements related to this level has not yet been tested. If you find any bug or incompatibility for network gaming, please report. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6771.jpg[/img]
spacious, but also a tad sped up to help gameplay. Fun for the whole family. Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6725.jpg[/img]
those that can't do a perfect dodgejump :) Other additions are an extra Double Damage, 2 new "spires" and audience on the tops of the cliff. The kewlest addition IMHO is one of the jump pads as seen in Tokay's Forest (forgot the exact name ehe). Anyway, pretty cool map even though it's based on an official map. [img]http://www.gamingfiles.com/screenshots/1/files_extra/6722at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6722bt.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6722ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6722dt.jpg[/img]
to the second level, over the ramp corners to the jump pads, etc. etc. Very (dead)simple but awfully nice map! Go grab this one! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6719.jpg[/img]
consists on mostly dry soil, moss covered rocks, and quite a few spires jetting up out of the ground. The terrain itself is covered with patches of, some healthy, but mostly dried up grass, a few bushes, and some dead, plus some living, pine trees. There are a also few small ponds of water. Incredible map, set high up on an aptley named Blue Plateau. VERY VERY VERY VERY nice! Get it NOW! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files_extra/6633small.jpg[/img]
previouse remakes :) [/quote] Translation : This is the third remake of the BLOOD map, Bodies. :-)
low gravity, and when you play the map you'll see why ;). It isn't so hard to get some weapons though because on all the floors you can find health and Weapons.
scattered all about. Theres several passage ways in the floor that take you to the other side of the map, all in all, giving the ground floor a very quick feel to it, as its quite dark in some areas, which adds to the mood, and you never know what could be hiding just around that next corner. Beyond lies the clever part of the map. There are multiple levels, created by the box stackings, which you can fully ascend many different ways with clever use of the double jump, or you can just plain take one of the jump pads that are cleverly hidden about the level. This adds a whole sniping element to the map. Admittingly, however, jumping about can be a bit tedious at times, given that the map is overly dark in someplaces, but its not to large a gripe. Reddish brown dominates the map as the primary color used, it is after all a cargo hold, while blue lights reside above giving the map a gloomy feel. The bots know this map quite well, the pathing is very well done. I observed bots traverse all levels and passageways, sniping, etc. The recommended person count is somewhere from 4 to 6, however, I"d suggest more around 10, as any lower, and the map can sometimes become a game of cat and mouse. All in all, a very fun map, that is decievingly deep. Grab it while its hot. --PhilPhoenix
would be really bad and not worth playing. So I decided to make one and see if it played anything like the original. Ofcourse I tried a direct port, but it was too small, un-editable, and pretty awful. So I rebuilt it from scratch (scaling everything up roughly 1.5 times) and now imo it owns :) Most of the old moves are still in here, like the dodge from deemer to the window for example, as well as many new ones.[/quote]I agree that this is the best Deck16 remake so far! Why? a) Cuz it\'s done in UT2003 Style, check the ramps in the main hall for example, that\'s the kind of stuff I mean b) You can\'t just double jump to the double damage (like other exact remakes), which is good! c) All in all the distances between objects are bigger making this map more challenging than the other remakes. d) Well just get this map already, why are you still reading this? [img]http://www.gamingfiles.com/screenshots/1/files/6374.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6374b.jpg[/img]
video/audio rig in the center of the map. Weapons are placed very well, and spread out. Textures for the most part are good, with the exception of a few washed out looking wall textures in the main room. But the overall quality is great, giving the map that same luminescent feel. Bots however, are a minus score on this map, as they'll constantly get stuck on the set up jump pads on the one side of the map, just repeatedly going up and down. However, without the bots, this map makes a great deathmatch game with friends, thats sure to bring back those memories.....before you get your head blown off. Well worth the download. --PhilPhoenix
Peter! To Install, unzip the contents of the zip file (with directory structure) to your UT2003/ folder! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6369.jpg[/img]
throughout each, with teleporters on all levels, taking you from each to each. There is also, in the center of the room, on the bottom floor, health, adren. and FOUR redeemers, hence the mention of carnage. The level itself looks great, is well lighted, textures all around are high quality and add to the feel of the map. The use of red and blue in this map is quite interesting, and appealing. Bots know this map quite well, although, at times, they will be prone to the stand and shoot technique, however, in this map, its a very effective technique, as you won't last any longer then you normally would. If there is one major point in this map that would be considered a downfall, it would have to be those very same teleporters on each level. The map itself isn't exactly spacious, and more often then you'd like, you'll find yourself strafing an enemy, about to make the kill, when you end up teleporting somewhere else completely, which takes away from the flow of the map. Despite that minor grip, this map is very well done, and great fun. Suggested match size is 1 vs 1, although, it's still fun to play in a 4 or 6 person deathmatch. --PhilPhoenix
floor to the second floor via elevator. Weapons are spaced out, and properly chosen for this map. For example, you won't find the rocket launcher on this map, as it would ruin the flow. The two distinct areas in this map are just that, distinct. You have the main room consisting of two levels, with the "dead spider" like power rig in the middle, giving the whole room its blue glow. And then you have the passage way, which is brightly lit. The passageways look ok, a bit low res in places, but still nicely done. The main room looks great, with the towering power generator descending from the ceiling, to the pipes and such around the room. There are however, a couple minor grievances in this main room. If you notice, looking at the ramp in the main room, if you look at the wall, the shadow cast is that of stairs, not a ramp. But thats pretty much as far as it goes in terms of minor gripes, just some minorly questionable textures. Overlooking that however, you will find a solid map, best suited for player counts of 4 to 6, human that is, as bot pathing is not present. A good DM map, get it now! --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6336.jpg[/img]
this map is only 50 percent done, theres bound to be some bugs. However, there aren't really that many. There a few lift bugs, where you'll get stuck in the lifts, or they won't go far enough, but seeing as many areas can be accessed from multiple points, this is hardly a bad thing at this point. Also, being as its not finished, the textures are a little bland, but not bad. In fact, the overall tone and design, architect. and such, give the level a very Deus Ex feel, which is a good thing in my eye. This map is obviously intended for an en-mass deathmatch, as it is quite spacious. Big enough for a private war in fact. This map could also be attributed as a sniper's friend type of map. There are plenty of places that make this map a prime sniping map, as well as plenty of closed in places which make deadly close quarters. The environment, considering, is also quite sparse, devoid of any nick-nacks, leaving some areas just open rooms. It should also be noted that there is practicaly no bot pathing, as bots will stand around and shoot, but not move much, which, at this point, makes this a multiplayer against humans only map for now. All this being said however, this map is still quite fun, and the architec. makes the map fun to navigate, plenty of places to hide, snipe, or get your freak on. Due to the sheer size of the map, I'd suggest a player load of at least 10, although a higher player count wouldn't hurt, it would only increase the fun. A good map, I'm looking forward to to authors finished version. --PhilPhoenix Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6322.jpg[/img]
readme below for more info!
remake his favorite CS map (de-aztec) so he\'d feel at home when I kill him in UT2003.[/quote]Ahh, the father-son relationship :) Here\'s some more technical stuff if you care :) [quote]I remade the textures from scratch for higher quality and resolution. Although, the gold box textures are filtered/processed for higher resolution from the originals due to the amount of \"art/detail\" -- unable to recreate from scratch. I\'m also using detail textures against the main textures. Architecturally, I tried to stay as close as possible to the original. This was all done by my eyes, so I could be off on a couple of spots. It\'s basically done, but I\'m waiting for the next UnrealEd patch to fix a couple of things I need so I can polish it off.[/quote]I\'d like to add that this map looks pretty damn good, very nice job! I\'m expecting we\'ll see a lot more Counter-Strike maps being converted to UT2003. Let\'s just hope the cheaters and lame hacks stay away! Click here to Enlarge [img]http://www.gamingfiles.com/screenshots/1/files/6184.jpg[/img] One final note, the name of this map \"DM-4UCSFreakZ-Aztec-BETA\"... why so \"complicated\"? :D