Unreal Tournament 2004
however each jump pad only leads to the platform beside the base so cutting across enemy territory is required to gain the flag opposite of your base. [/quote]
map has been changed to include the Pump Towers for either side (Red base/Blue base). Along with the vehicles, Hot Rod, Rocket bikes, and tanks.
map consist of two alien egg containers that the player captures and takes to his camp to score (as in CTF, capture the flag), and two towers that need to be built (as in Onslaught).
umod, also including a very well detailed readme file for your general reading or for installation procedures. Sporting the following features: 74 Maps, majority of which are VCTF maps making that gametype a reality today. 25 Onslaught Power Node Link Setups dubbed CrossHatch, you\'ll understand that name when you play. 1 Master Mutator, Excessive 3.01. 3 Mutators, Instagib4Ever, PingCompensation2, NoVehicleLocks. 3 Gametypes, Vehicle Invasion 1.16, Vehicular Homicide, & Vehicular Genocide. 1 Invasion Wave Table, making every wave following an obvious level up. 32 Custom Intelligent Bots, Made to make instant action mode seem human like multiplayer 2 Excellently designed fully functional Player Models, Bender from Futurama, and Martian from Mars Attacks. Requirements: Unreal Tournament 2004 with ECE Bonus pack and fully Patched Approximately 1.25 Gb
V2.5, Infiltrate was originally too hard so this is more playable. It's much deeper and the Zombies only spawn in the depths of the labs. There are more doors as well. Players now spawn on the hilltop. But if you want to find a cash stash and free heavy weapons, guess where you gotta look ^^
the bats had to go :( Added also: 30 player start positions + Trader teles and more space to trade. More weapons, bullets and secret cashes stashes.
coming. Make a stand or run for it. There's room to move in Gothic because it's a big map. There hills, caves, a house with doors to weld...
there's no place left to hide in the pub, try your luck in the country. There's a Trader caravan by the roadside who'll sell you ammo and weapons between zombie waves, which become more and more intense. Maybe you can survive until dawn. There are servers online. The new KF 2.5, with flame throwers, should be out soon and this map will be compatible with it I'm told.
Adventure map. This adventure happens to be a singleplayer adventure. Level Designers should look in the editor for the Note actors scattered around the map. These Notes are paired with various OSM Adventure map elements and will explain how they\'re set up and what they do. Old Skool Monsta Toolz (OSMT_v1.0) is included in this download. Installation instructions are provided in the readme file.
sorts as well. However, the rumours are but rumours because they were never confirmed. It\'s waters stand symbol for the furiosity of the matches. You don\'t want to venture a swim in here, instead just go with the flow.
instagibber who played these maps dozens of times. For everybody else, this map pack is a very fun change in gameplay and definitely worth the 5 MB download.
instagibber who played these maps dozens of times. For everybody else, this map pack is a very fun change in gameplay and definitely worth the 5 MB download.
planet. They didn\'t bank on meeting Milly Wangara deep in the Australian outback.
team to escape, finding what looks like an ancient tomb. The Skaarj will not follow you inside for some reason. Do you dare enter? Do you have a choice?
translocating too high. - Base camera\'s are not shown as wide-screen anymore. - All Jail camera\'s now have simular angles (100 degrees). - Fixed wrong skin of SniperAmmo in arena. - Fixed bot TranslocBeacons. - Fixed fogsettings in jail to match the fogsettings in the map. - Lifted up the health vials to the original UT2004 heigth.
abundance and plenty of monsters to frag!
AS-Mothership with working Spacefighters. Very cool. See the readme below, as it pretty much explains the whole thing.
way in a few minutes or hours, becoming a skilled blocker can take weeks, months or even years of playing. This map is designed for ABU newbies to train basic blocking techniques, and for ABU veterans to become even better. It is optimized for offline playing.
still thrives here, and apart from the occasional asteroid collision, the building remains mostly intact.
that is somewhere in-between the two bases in some distant part of space. I tried to keep the Earths Solar System as simple as possible so you might find that the alien galaxy is much more \"Beautiful\" to look at.
readme for more info.
remaining escape pod.\"
as the original, down to the unlimited use of the translocator! Also included is the new game type of Vehicle Domination. Domination with the use of Vehicles! This upgrade of Classic Domination includes new support for Double Domination maps, by default list Classic Domination internet servers in the Double Domination servers list. Fixed the bugs and yields better performance then the prior version of Classic Domination. The BotAI has had a major overhaul.
the original, down to the unlimited use of the translocator! Also included is the new game type of Vehicle Domination. Domination with the use of Vehicles! This upgrade of Classic Domination includes new support for Double Domination maps, by default list Classic Domination internet servers in the Double Domination servers list. Fixed the bugs and yields better performance then the prior version of Classic Domination. The BotAI has had a major overhaul.
structures orbiting the planet Kurj, but before the facility was completed strange deaths began to occur. Those who lived went mad. Those who return will understand why. THIS file contains Orbiting Monolith DeathMatch and CaptureTheFlag versions.
can\'t say goodbye to the game that has been so much fun for us, and perhaps even for you. Words can\'t describe this game for us. All of the sudden a new thread popped-up at UnrealPlayground, in the Leveldesign section. \"Farewell to Unreal Tournament Classic map pack?\". The thread started by Brandon \'SuddenImpact\' Landis was about making a mappack for Unreal Tournament, and say goodbye to Unreal Tournament with that mappack. The idea was welcomed by many veterans, and we all started building one or more maps for the mappack. There was only one problem, the name. Community Farewell Classic, with the tag CFC. Many of us couldn\'t accept the \"Farewell\", the die-hard Unreal Tournament fans weren\'t going to stop after this mappack. A proposal was made to change the Farewell into Tribute. It was accepted and everyone was happy again. By this time Brandon \'SuddenImpact\' Landis disappeared. He didn\'t post anything anymore, it was just as if he disappeared from our planet. From then on Flying_Killer (or Flying, how you like to call him) continued the mappack. With the upcoming releasedate we started to contact BeyondUnreal, sending them pictures and updates about the mappack. People were happy to see that there was an upcoming mappack with some quality work. Then finally it was there, but there was a disappointment. A lot of maps weren\'t completed yet, and people didn\'t want to release a half-finished map. From that moment on the descission was made to build a volume 2. A release date was set for the volume 2, and the volume was released. It was accepted by many people, and many people were happy with it, although it only contained 6 maps. This day, the day I (Flying) am typing this, the release is only hours away and many mappers are working hard to finish just that last 5% of their map. The mappack has grown out to be a mappack with many maps, featuring many gametypes and many authors! Maps: ----- AS-CTC-Dimension - Francis \"Fritz-X\" De Block and Joe \'Professor\' Hall AS-CTC-Midnightprophecy - Tex \"TexasGtar\" Brown and Joe \'Professor\' Hall CTF-CTC-2fast2furious - Patrick \'KillRoy\' Buijs CTF-CTC-BT-A1breakout - Nick \'niX°bl\' Pigalov CTF-CTC-DeathScape - Ronald \'Phant00m\' Houtermans CTF-CTC-Inurbanity - Yanick \'CyberSirius\' Létourneau CTF-CTC-Trigger - Yanick \'CyberSirius\' Létourneau DM-CTC-AlpineCrimbo2004 - Will \'Uncle_Bob\' Creighton DM-CTC-Astral - ??? \'Sarevok\' ??? DM-CTC-Caractacus - ??? \'HortonsWho\' ??? DM-CTC-Deadly Worship - Rob \'FraGnBraG\' Burns DM-CTC-Disconnect - Andrew \'Evil_Blue_Dude\' Jenner DM-CTC-Fossor - Roberto \'Homeslice\' Tobar and Andrew \'Evil_Blue_Dude\' Jenner DM-CTC-Phacoid - Nils \"Flying_Killer\" Croes DM-CTC-QuickSilver - Roberto \'Homeslice\' Tobar DOM-CTC-Techfoundry - Rich \'GroundZero\' Edwards DOM-CTC-EBD-LostCity- Andrew \'Evil_Blue_Dude\' Jenner JB-CTC-Nix - Nick \'niX°bl\' Pigalov [/quote]
to another, you have to face your foes amongst the daily dishes. I created this map pack because I feel the quality of \"giant maps\" available to the Unreal Tournament community overall needs help, and also as a challenge to my game creation skills. Players in the community are often in two solid camps in regards to these giant maps -- either they love them or they hate them. I think the reason people hate, or at the very least, dislike them is because most of them use very poor visuals and are literally based off of some completel-real bedroom, bathroom, or some other room in a house. These kinds of maps often appear amateurish and the large, wide-open areas completely destroy the fun factor. Therefore, I took my time, creating many new staticmeshes and completely new textures, planning things out so that gameplay would feel balanced, yet original in layout. This collection places inches-tall players in various places around a kitchen, ranging from the entire countertop, to the basin of the sink, even hopping outside into a windowsill flowerbox. The cupboards, chair, faucet, pot, and pan come from mr-cad.com. Almost every other static mesh you see was hand-modeled by myself after that, including manually re-creating all of the textures. [/quote]
FHI-SkaarjGen (remember the Skaarj Mothership entrance from Unreal?) and FHI-Hanger-E1M1 (the first Doom map brought to life for FHI!). (Features): * 23 new maps * New music * Da Wrecka\'s Boss Life Gauge mutator * Da Wrecka\'s Boss Rush and Reloaded gametypes (very fun twists on the original gametype) The contents are fun and exciting, so if you want to freshen up your collection of FHI goodies, download the FHCP now! Just an installation note: the zip is divided into two main folders, FHI2k4 and Music. Just extract both to your UT2004 folder remembering to retain the directory structure. [/quote]
TimesPlitters 2. There are four versions of the map, one for each gametype (DM, BR, DOM, and CTF). Personally, I like the DM and DOM versions the most, especially the DOM (surprisingly enough). [/quote] A small map that brings back some good old memories of TS2.
the same as the original, down to the unlimited use of the translocator! Also included is the new game type of Vehicle Domination. Domination with the use of Vehicles! Two styles of Control Points can be used. (Neither type affects play or scoring. They are only for visual preference.) The default being the new transparent style that really shows off the 3D power of the Unreal Engine. The other style of Control Points, is the original style. The look and feel should make any returning veteran feel at home. [/quote] Something to make you UT99-ers somewhat happy.
the mothership saucer meshes and the interior base design from the AS-Mothership map. There is also some original content, but mainly the organization of the map as well as the concept was the emphasis of originality in this case. This is a map designed to showcase the new gametype by providing a play area whereby the Spacefighter vehicle (introduced in AS-MOthership) can be used effectively in a Capture the Flag scenario. The Spacefighter is one of the most unique and exciting vehicles in the Unreal Universe, as well as perhaps the most underused and underrated of all the vehicles. It is truly unique to the Unreal Universe, and for this reason, should definitely be used in more maps and mods. Super Capture the Flag is an attempt to revitalize the Capture the Flag gametype (the best team multiplayer gametype!) by introducing the virtual fantasy of spaceflight using the awesome Spacefighter. The source code was modified to create a new gametype, with many new objects and actors (triggers, pawns, etc.) and editor-specific content to allow for a gametype in which the Spacefighter can be used in a CTF game. Several new hacks allow for a flag-carrier to enter the vehicle and fly around with the flag, and engage in space battles without disrupting gameplay. For instance, when a ship is destroyed and the flag is dropped in space, it can be flown over by another Spacefighter (same team or enemy team) and thus picked up or returned. Accomplishing this was a lot more complicated and troublesome than one might think, for the native gametype doesn't support players with flags entering vehicles, nor does it support the use of the Spacefighter, which is a vehicle coded specifically for the Assault gametype. Furthermore, the native code doesn't support vehicles picking up the flag upon contact (to attach to the vehicle driver). This has all been fixed. Code was altered and the appropriate changes are annotated in the class scripts for individuals interested in the Unrealscript modifications that allow for Super Capture the Flag. New vehicles based on the physics of the Spacefighter are in planning and should offer even more playability to this gametype. Furthermore, new versions of sCTF-StandOff may follow, as bot support for this map is minimal and not necessarily logically functional. Apologies are truly in order to those who relish bot implementation in CTF levels. However, the main emphasis for this map and gametype is the human team player - so grab some friends and watch out for those asteroids!! [/quote] A new map and a new gametype!
Mayhem Tools used: UnrealEd Adobe Photoshop 7 My Brain Maps Included: ONS-Struggle (Final) ONS-Torlan4x4 (Beta) BR-Atmosphere (Final) DM-Cam (Final) CTF-Voy2k4 (Final) All maps made and designed by me with the exception of: DM-Cam CTF-Voy2k4 These are my remakes of "Star Trek Elite Force" maps made by Raven Soft Music is copyrighted by Sonic Mayhem www.sonicmayhem.com -===========================================================- -===========Given Freely to the UT community================- -===========================================================- If you would like to modify this map, send an email to firstname.lastname@example.org then go for it. I would also like to see the finished product! -===========================================================- -===========================================================- -===========================================================- Contact email@example.com with bugs and ideas for improvement -===========================================================- -=======Come play on AFO's server 22.214.171.124:7777===============- -=======Come vist me at www.afoclan.com ========================- -=======and www.afonate.home.comcast.net =======================- -===========================================================-
VINV-Cylon - Darkmatter # VINV-DeepJungle - Shane Transue # VINV-Dinora - Sjoerd "Hourences" De Jong # VINV-FrostBite - Ben Beckwith # VINV-Icybo2 - "ADES" # VINV-JungleHill - Jakub Splichal "UnReally" # VINV-Mirage - Jacob 'Reeps' Speer # VINV-Primeval - Alan Willard # VINV-Torlan - Sjoerd "Hourences" De Jong/Streamline Studios # VINV-Tropica - Ed Duke-Cox # VINV-Valarna - Frank'Noz'Bakker [/quote] [quote] After playing Vehicle Invasion for a fair while I realised that ONS (or any team based map) maps do not really suit Invasion gameplay. All action revolved around small areas leaving the majority of the map barren of action. I tinkered with one ONS map in the editor by spreading all spawn points and adding extra ones and played it, what a difference!! Monsters from all angles and directions. So this map pack is a result. All maps are prefixed with 'VINV' istead of 'ONS' to seperate them from their parent maps (Vehicle Invasion supports all prefixes). I take no credit whatsoever for the maps as they stay the same in all aspects apart from minor placements of spawn points and extra weapons and ammo to suit. [/quote] Originally released ONS maps adapted for use in Vehicle Invasion to enhance gameplay.
have the Carball mod, so I can\'t say much about this map!
DM-Grinder2k4, DM-Shrapnel][2k4, DOM-Cinder2k4, DOM-Cidom2k4 & CTF-EpicBoy2k4. A map type for every gametype. [/quote] Head over to [url]http://www.pcgamemods.com/6767/s[/url] to view screenshots. It was asked that I use those, and I don't feel like downloading 65 screens then uploading them.
Something you can play with your friends. I like running around with my shield gun on this map, personally.