Unreal Tournament 3
- Bombing Run
- Capture The Flag
- Unreal Warfare
- UT2D Deathmatch
- Vehicle CTF
- Vehicle Deathmatch
\"Ghost142\" Mladucky Players: 2-6 Overview: VCTF-Tranquility Chasm is a racing map that was created as an assignment for my advanced level design class. The map contains no flags and thus has no captures or end game, only racing. The map and layout were specifically designed with the Scorpion in mind, thus the main challenge is to utilize the boost wisely and make the quick turns around the course. Miss calculate the timing and you might end up running straight into a wall or two. Extract the .UT3 .UPK and .INI files to your published maps folder. C:Users\"Username\"DocumentsMy GamesUnreal Tournament 3UTGamePublishedCookedPCCustomMaps
and platforms. The redeemer is nicely located in the tallest tower, also giving you the perfect sniping position. Plenty of room in this map for 6-10 players ! ~ Relic =============================== DM-Morpheus A Deathmatch level for UT3 ----------------------------------------------------- General Info ----------------------------------------------------- Title: DM-Morpheus Author: Phil 'Sphyncter' Cole eMail Address: email@example.com Release Date: 24/08/08 Version: 1.0 ----------------------------------------------------- Author's Notes ----------------------------------------------------- This is my first UT map ever, obviously inspired from the original Unreal Tournament level Morpheus. Had alot of experience in playing the UT games, including Unreal,UT,Unreal 2,UT2004 and now UT3, but only have recently started teaching myself how to use the editor with help from IceCreamYou's mapping guide. If anyone else is interested in mapping, i would highly recommened the site http://www.icecreamyou.com/ut3 ----------------------------------------------------- Credit ----------------------------------------------------- Credit to the original mappers of Morpheus from the original UT for the inspiration ----------------------------------------------------- Installation ----------------------------------------------------- Unzip DM-Morpheus.zip Copy the .ut3 file to your users Documents/My Games/Unreal Tournament 3/UTGame/Published/CookedPC/CustomMaps I use Vista, so hopefully the directory is basically the same in XP, not sure
version, as the new vehicles have finally been added. The new vehicles are: Darkwalkers, Tanks, and Scavangers. It is fun to fight others in a house setting. Rooms and other obstacles like coffee machines are fully integrated in the house. It is a fun take on a simple premise. The author would like to explain why his last version, wasn't really his last: [quote]This is going to be the final version of DM-House i knoo i said that the last time but this time i couldn't resit adding vehicles. i noticed while playing galnators invasion that darkwalkers can be spawn on the level, i should know, i got PULVERIZED by 50 of them, so i figured since they be spawned on the level i'll add a few and i did. everything is the same except it now has vechicles...none are booby trapped so you don't have to worry bout being blown up.[/quote] Bored of playing in your own house? Play in this one!
right around the outskirts of the compound itself. Inside the compound there are a few buildings which contain weapons and health power-ups aswell as a series of cargo containers that form a small maze through the compound. The spawn points are on either side of the map; the flags are behind these spawn points. Any feedback or suggestions are welcome.
Another change to the map is the removal of the middle of the bridge. A gap with rising smoke, which blinds the view of the other side, exists in its place. Thus, instead of running across the bridge, one must get to the other flag base either by jumping the gap with a fast vehicle using the ramp at the bridge's edge, or by traversing the wooden walkway that existed in the original version (you can access it from your base's right side. The blue base's vehicles have now been replaced with all Necris vehicles, and a couple of Paladins have been added to the red base. -KK
lot to offer. The terrain looks great in my opinion, as does all of the scenery. Gameplay is great and there's plenty of room for a clan vs clan match. Nice sniping positions too...but it's a race to the center of the map to obtain the sniper rifle which puts you out in the open - a sitting duck. Nicely done! ~ Relic
[url="http://unrealtournament2004.filefront.com/developer/whatwhere;28260"]whatwhere[/url]. What makes My Apartment different is the smaller area than [url="/file/DMHouse;93133"]My House[/url]. Although this is not a bad thing, it allows for more cover, obstacles, and doodads in a particular area. This is the final version, despite it saying, "Final" in the previous one. In this version, the Necris Tank is replaced with The Leviathon. This time the vehicles are not booby trapped, so do not worry about blowing up. There has been a few brushes and meshes that was not proper aligned. These have been fixed in the newest version. There is still two version of the map, one with vehicles and one without them. Have fun in this new version of a sure to be classic map.
hiding in the outer planetoids of the Krejan Rings. The final Necris outpost on the isle of Nkgjaba (Necris Island in the human language) was the hot-spot for the few remaining Necris insurgents. The Axon top covert military ops, the Black Quell, were star-dropped onto the planetoid island to remove the alien threat. Here are your orders, soldier, ...
removed. This is the ultimate challenge. One bridge, two flags, it's up to you to try your hardest to win. The real question is, CAN YOU?! Over 10 Vehicles per team. 2 tanks per team etc. You see how it is.
players. There are even a few scorpions about to help you start some havoc getting you across this map, trust me, you'll need it. Did I say it was huge yet? Between your searching for players you can do some pretty neat tricks with the scorpions, throwing them into the water. [b]The Rating[/b] [b]Tech:[/b] There is bot support in this map it's just so big it is hard to find your enemy. I quit playing after 10 kill because it took me to long to find any bots. The water effects and sounds were there which was nice and same with the small forests off to the sides. I just wish more could of been done with the building. Maybe a few torches for lights or something. [b]Fun Factor:[/b] While most people wont have the funnest time playing the bots it will be a lot more fun with real human players. Get some cool tricks with the terrain with the scorpions or do what I did and ramp them off the rocks and watch them blow up in the water. [b]Item Placement:[/b] The snipers are placed on the building and inside which is nice because that makes the players who are outside the building dead meat from a distance. However if you want up close fighting your going to have to travel far to get those good weapons so get on your scorpion and get going! [b]Balance and Stability:[/b] I didn't feel my FPS drop at all during the review and I never really felt over powered so it was good in the section. [b]Quality and Creativity:[/b] I thought the idea of putting the female head on the mountains was nice and pulled the player more into the world but then if you pull your eyes away from that you start to notice other things. I'm not completely sure if the author's aimed to make this map for scorpions to do neat tricks but thats what it turned out to be. Now if you manage to find a huge server running this map then that will be great but looking at the real picture here, this is just a little to big. [b]Edited:[/b] After looking at the map in the editor there is bot pathing, it was hard for me to tell when playing in game because the bots were really hard for me to find. Sorry about that MeleE and Taken. I'm only human :). Tech score was raised. ~Death Dream~
detailed levels, joined by two lifts on either side of the map. On the upper floor, there is a beautiful glass lookout overlooking the endless city landscape. There are two more lifts on this upper level which take you to a perfect sniping position, with the shock rifle nearby. You are lured to the center of the map, where a super health pickup awaits - but be cautious not to fall into the pit of slime, goop, and hydraulic fluid. This map will most likely require a beefy rig, due to the extreme detail put into it. Hours of fun await for around 2 to 6 players. ~Relic
a whole part of the city into a VCTF symmetrical map for you to fight on.
(Close Quarters Battles).
cover and enough ways to get to the flag. The map is made for a 4v4 fight.
companies, as a secret site used to prototype a better and more efficient power core meant to out-perform the Liandri\'s. When Liandri discovered their rivals intent they quickly and quietly shut down the operation with lethal force. Years later Liandri gained the opportunity to buy the land where the abandoned warehouse stood and turned it into a new tournament death match arena, the prototype power core still active and pulsing. Details: Time Taken: Approx. 3-5 Weeks This level was created on my own and was really â€œhalf finishedâ€ until much later when it was dug up and I decided to finish it. I had to fix bugs, add blocking volumes and all the extra details. This was one of my first ever levels and my first ever finished level for UT3 and although it still has layout problems I really like it as I see where I started from and where I can better myself. Installation: 1. Extract all files into MyDocumentsMy GamesUnreal Tournament 3UTGamePublishedCookedPCCustomMaps 2. Run UT3 and enjoy!
destruction of all life support, processing and weapons facilities in an attempt to cripple the Axon. The last remaining Bio and Tarydium factory is under seige, will you fight to protect humanity from the Necris scourge?
meshes. But all in all, it still looks like suspense, but a lot gloomier. I'd love to see the author take this one step further, and reconstruct the bridges with GOW building meshes. A pretty well done CTF conversion of the standard UT3 Suspense map. ~Relic
that is orbiting a moon in space, it consists of 3 levels and outside the station. Most of the goodies, ie. shield belt, damage, redeemer and berserk are located on various appendages outside of the station. Though the map is set in space, normal gravity applies in all areas to better recreate the original. Inside the space station is metallic and gives off a "high-tech" feel. There are many levels to fight on and a whole goes through the middle of the space station; giving a quick access to the bottom level. If you like future or space maps, then you will love DM-Phobos Station.
players. It is set in a courtyard and a couple of buildings belonging to a monastery. Here are a couple of videos showing off the level: Gameplay video: http://www.youtube.com/watch?v=D6qPQ0In2LA Walkthrough video: http://www.youtube.com/watch?v=UgdFITJsEuA
kept building and ended up with this huge city landscape. To get the Vice City feeling, I used the UT3 music systems of cues and stingers etc. to add a few of the 80's songs from the original game. There are plenty of pickups and vehicles to support 32 players, and plays great in TDM too !
in order to "force" players into certain rooms. However, all rooms can go into the flag room, only access from the flag to the rooms can be denied. The four room themes are: Ice cave, vehicle room Pillars, flak cannon Rotating platforms, rocket launcher Maze room, sniper rifle
creeks; bullets whiz by, and rockets zoom past your head...
like the inside of some weird alien spacecraft. Now if you are still with me here, imagine all that and then throw in a kick ass hydro-power plant...That is Nethedral!
core into a lava pit. (Request Staff Review) Relic writes: This was your first map? I see a lot of long hours went into this. Not for just the map, but the custom content. I'd like to see how you setup those powercores to move like that. This map shows that your are comfortable with the editor as a whole: materials, kismet, editing tools, trigger systems, etc...
explain what it has. This map is a remake of the UT04 CTF-1on1-Joust where both teams spawn on the enemies flags and try to force their way back to their own flag. The gameplay is int acted like the original and fully supports offline play with bots. The below screenshots I took when I was playing offline to show how the bots react. I also tested it online and it works both ways. There are only two weapons, the sniper rifle and the rocket launcher. Chaos and death wait for those that stop to take a breath. Don\'t think... don\'t pause... don\'t even blink, Welcome to the league\'s futuristic take on the ancient art of jousting. I wish I could review it for you guys but I just can\'t do that. Feel free to rate it above for me though. ~Death Dream~
an exactly the same as we may remember it, the gameplay hasn\'t changed a bit. I still found my self fighting for control of the U damage and the rockets just like in Quake 3. It\'s really nice to see older games come back and not change a bit in gameplay. [b]The Rating[/b] [b]Tech:[/b] A really nice job was done with this, while there are still a few spots that could of had better looks at, they are hard to notice and most people wont even care. I really like the area near the sniper rilfe where he made the ground look like it collapsed on it\'s self. Small touches like that really make a good port. [b]Fun Factor:[/b] This was one of the most played maps in Quake 3 Arena and with the gameplay not changing very much this map has retained the fun factor it had back in the day. [b]Item Placement:[/b] Everything is where it should be, I liked the idea of putting the minigun where the shotgun was at and keeping the green with the green (plasma gun and linkgun) was a good idea too. [b]Balance and Stability:[/b] At no point did I feel my FPS drop at all and the balance of all the weapons is perfect. [b]Quality and Creativity:[/b] This is a port of a great map but not only does it bring the map into Unreal it does a better job than the original could. Visually, it\'s great to look at, even the sky has a nice amount of detail. I had to dock it a few points in the creativity department just because this is a port and is not 100% the designers fresh idea. While I wouldn\'t say not to download it because of this, it is just one of the rules I go by when reviewing a map. ~Death Dream~
has a nice mix of Z axis fighting and a wide selection of weapons placed though out the map, everyone is bound to find something they will like. This map looks like it will be great for those maxed out server with 16+ players on it. Onto the rating... [b]The Rating[/b] [b]Tech:[/b] We can clearly see 777 is making better steps forward but he is trying to take to many steps at once it seems and that is what causes this score to be lower than his pasts. The lighting in some spots is non exsistant which is quite a pity. Then we have the bridges, while it was a nice idea I found my self, when walking on the stairs, getting caught on the lip that merges the bridge to the stairs. This was a bad design flaw and hope not to see this ever again. It shows the mapper didn\'t take the time to even test his own map before releasing it. And now we come to the brick hallways on the outer sides of the map; they are very plain with no real look to it. Unless he was going for the Mario theme then good job, but I highly doubt that was what 777 was trying to do. [b]Fun Factor:[/b] Even with the lack of attention done in the architecture your still going to have fun. With every weapon pretty much in this map you wont feel left out. Plus the jump pads are pretty fun when shooting down on unlucky foe. [b]Item Placement:[/b] This was confusing to me, very .... The brick hallways are loaded with way to many pickups. Now I got nothing against the placement of the U damage or any other of the powerups but I think at least one of them should of been put on the fountain in the middle of the map (I\'m not downgrading it because of that, its just my opinion I am putting out there). [b]Balance and Stability:[/b] I didn\'t feel my computer start to sweat over this so anything should be able to run it ok. [b]Quality and Creativity:[/b] This is where that \"great on paper\" comment comes into play. Think of it like Legos, you have a huge mansion you want to build and you draw everything out perfectly. But when it comes down to the building part, you fall short, you got lazy, and wanted to end it fast so instead of a mansion you made a one bedroom house with one bathroom. So the end result is what we have here. [b]Note to Author[/b]: Sorry 777, I can see your clearly trying to make good maps but you are not [b]testing[/b] them before you release them. Be harder on your self when you make a map and stop doing this half ass crap you have been doing. ~Death Dream~
original had but with a face lift. I actually wanted to keep playing the same map after I finished my first game but I know I had to write this review, but that might just be the old time Quake gamer in me talking. The only thing that I think is missing is the railgun, while this is no fault at the mapping himself, I just felt empty without it. I'm going to just dive right into the rating now so keep up. [b]The Rating[/b] Note: I normally do not give strait 10's, actually I hate to do it. I am a hard guy to please but when it comes down to it, some maps do deserve to actually get 10's. [b]Tech:[/b] The map is stunning to look at, every little detail is there from the original plus a lot more! The two ships in the air on a launch pad, the satellite, even the portals look nice. Everything is where it should be and it looks nice while doing it. [b]Fun Factor:[/b] If your an original Quake 3 game like me, you can't help but have fun on this map. It is great for one on ones and then your full blown fights which will always be a challenge. [b]Item Placement:[/b] Again, a great job was done placing all the right items in the right spots to replicate what was in the original. The armor in the air can be a problem once in a while because it needed a platform but that is really not the mappers fault again, UT3 engine kind of makes you have to have a base so the platform is needed to keep the map overall appealing. [b]Balance and Stability:[/b] The map is perfectly done and not much can be said about it. [b]Quality and Creativity:[/b] This map really did get a face life, it just looks stunning like I said before. Every little detail is there making it great. I had to dock it a few points in the creativity department just because this is a port and is not 100% the designers fresh idea. While I wouldn't say not to download it because of this, it is just one of the rules I go by when reviewing a map. ~Death Dream~
be killed in this map. There are some nice moments here when you are jumping off the roof and nail someone in the head with a cold blooded rocket. Still, there are some downsides as well. The lack of bot support is not to major factor for most of us because if your downloading maps online, chances are your playing online too. So that isn't really a big problem to focus on, but there is one thing that just really shouldn't be. The blades of grass that stick out of the ground can not be shot through... grass does not stop a bullet. Now lets just get on with the rating and I will try to explain some more to you. [b]The Rating[/b] [b]Tech:[/b] The ability to get the jump boots and get onto the roof that can't be normally accessed was a nice feature to add and seemed like it was well placed, along with the health that is up there too. The lighting in some area's is not the greatest I have seen but it shouldn't effect how you play the map to much. Again, the grass properties should of been changed to allow bullets to pass through. [b]Fun Factor:[/b] This is one of those maps where if you don't pay much attention to the small details like I do, you can really have a blast. The in your face action is something most of us really enjoy and is the reason we bought Unreal Tournament 3 in the first place. With very little places to hide, you'll always find your enemy. [b]Item Placement:[/b] While all the weapons seem to be in their rightful places, I can't help but question why the jump boots, helmet, and U damage was put is such close proximity to each other. Making the strong, stronger is something I don't agree with to much. Maybe it would of been a better idea to put the helmet where the link gun is and the jump boots on the other side by the bell, (wink wink nudge nudge if you are reading this). [b]Balance and Stability:[/b] Balance wise the map is fine, besides the whole U damage situation, and will give you want you want. I didn't feel the FPS drop to much but I was only playing with five bots, I think if there is to many players on this map your FPS might drop more than normal just because everything is wide open. [b]Quality and Creativity:[/b] The Quality is there but falls short just a little bit, the lighting could of been better done in some areas that seemed to be ignored however the creativity does make up for it a little bit. I still like the idea of the jump boots getting onto the roof, we might of seen it done before in past maps but it's still a nice feature to have. ~Death Dream~
to swipe, in a sandbox map. Sorry about the pitiful review, Chris, I've made a note to come back and review all the older UT3 files once I've got a new computer. I think I owe ya at least that much, but an upload without a review is better than no upload at all, I guess. =/ ~ Kouen
The author found his desired theme and stuck with it. Lighting is pretty well done, but in my opinion there are a few too many lighting fixtures. Weapon layout is good, but there are way too many health vial pickups! A few meshes could use alignment or re-sizing, and some brush faces are untextured...easy things to miss, especially being his second map. I also fell through a few corridors where there apparently was no mesh collision models...a simple blocking volume will fix that ;) Otherwise a great deathmatch map suitable for up to 8 players. It has a classic UT layout with plenty of large arena type rooms, multilevel hallways and stairs. I noticed good use of fluid surfaces and the new particle system in UT3, especially around the generator in the main room of the level. This could very well be a hit map once all of the small kinks are worked out. Nice job! ~Relic
a challenge. This is an octagon-shaped, one room map, created for pure carnage. Two spiral staircases in the center give you a route to escape flying flak, or to grab a sniper rifle and pick off a few necris. Room for 2-4 players...a good map for practicing up on your aim. ~Relic
job as this is my first map using UT3 Editor. Please provide feedback, I want to know what people want. Anyway I hope you have fun with my map!
use on Unreal Tournament 3 only to allow for real time shadows.
your maps. This map is exactly the same as the Torlan base except for one or two addition features. Which i have added. All the blocking volumes have been re-created on a 16 drag grid. Hence i have removed all the blocking volumes from Torlan and i have added my own using the 16 drag grid. All light radius\'s and sounds volumes are still in place.
Changes: fixed some of the crappy meshes in the map and replaced them with better looking meshes. fixed the lifts, so you won\'t get stuck on them. added alot of extra cover in space. made the AI move better on the map. made the lighting alot better. changed some stuff in the skybox. and also changed some other visuals.
Changes: Added Some Crate jumps. The bots now finaly make use of the elevators. Also fixed some random problem with the elevators. Added some more player starts. Also more health vails. Added some more lighting meshes. also added some blocking volumes so you won\'t get stuck at some places. And also added some decorative meshes. Also changed a few materials
Raptor * Added a Sniper Room * Made it less flat
soon have blood, gore, and many hazards that will make you second guess jumping across the blades below.
level by using a teleporter or by using the giant fan that is situated in the middle of the room to be propeled to the upper level. Some items can be obtained by disabling the two generators that are situated on the lower level. I hope you enjoy!
games and i have started learning how to use maya so i will be bringing characters and objects to the scene in a later date! please mail me or comment on the map with ways to improve it or to report glitches and bugs. enyoi, grievsa93
use mutations because you won't be able to proceed! Hope you enjoy. If you have any suggestions please contact me.
Doom 3, I was inspired by a Defense level, what was nothing but a cuby cave. When I saw it, the first thing I said was "CTF!!!". This map counts with two small bases, seperated by a small wall, which you will use to take cover; and an invulnerability at the center. The entire team will have to work together to keep the guy who grab it, away. Multiplayer: Awesome! Try it with 3 friends in a 2vs2 or 3vs3 with 3 friends and 2 bots (or 5 friends if you have so many (kidding)). It's very fun. Bots: They move very well and have no problem with moving, taking cover, and taking the flag. Play in higher dificulties for some extra challenge. Oh! And one last thing! Be careful while shooting with the flak cannon behind the cover, just an advice :) So it's just up to you downloading it and trying it. Tell me then in the comments! Any help and constructive criticism will be apreciated. I know I'm a noob but please don't say it :) P.D.: Sorry for my english.
nice multiplayer times with it! :D :D :D It's based on two sections, with something lovely in the middle! The bot support is ok, but they will sometimes avoid you, only following the path. But anyways, its well made, and they will move as they should. :) You might rather multiplayer. It has no music. I don't know why, but I can't put it. (by the way, I was trying with Lockdown) Hope you enjoy my first map! Please, comment. Any help and constructive criticism will be apreciated :) P.D.: Sorry for my english.
the orientation of the spawn point. Redeemer Alt Fire was not working if BR setting "Allow Vehicles" was turned off. Ball Base now reports standard UT Kismet Captured event when goal is scored. Ball was not dropping when Drop Ball command given if bot was in vehile. Remove web site from messages.
wooden planks onb the second floor.
necromancers. An absolute eyecatcher.
the map while have a few games on it and report back.
serve their purpose, but at the same time leave you vulnerable enough to make things interesting. If you're quick with a sniper rifle, this map is great at range too. Odds are you can pick off a few enemies through the trees before they spot you. Everything in this map is very well balanced, and there is ample weapon and power-up points. In particular, I'm very fond of the invisibility power-up and it's placement! An excellent map overall providing hours of enjoyment! From the Author: After a long battle in the air you was forced to stop here and to continue the fight on the ground. The map was created by me in order to learn this program and to enjoy it at its full power. Please Enjoy my map and have FUN.
blasted the entire area, blanketing the region with a sudden death which left the city exactly as it stood the moment of the disaster. Soon cordoned off with concrete barriers and electrified fences, the only life to be found now within the cityâ€™s limits are looters and criminals. The area has become a popular trafficking thoroughfare for smugglers seeking to avoid customs agents and drug enforcement agencies, while hardened fugitives reside therein to escape the grasp of the law. The city has come to be known only by the name of its one time power plant, the aptly named â€œField of Blood,â€ Akeldama.
operate unmanned, guarding the secrets of a fortress prison whose inmates are encapsulated in solid rock, frozen and forgotten for all time. Wholly apathetic to the structureâ€™s history, its current thrill seeking inhabitants have appropriated the grounds for their own murderous amusements, setting up a sprawling network of airlifts, teleporters, movers and scaffolds of towering verticality to better facilitate the bloody massacres relished down below.
nostalgic place in my heart, all the way back from Unreal Tournament 99. This map was a lot of fun to make. It's meant for the nostalgic UT99 gamer who remember it, and includes identical scaling, the exact same textures and near-identical texture placement. It's a hand-made port. I did not port the BSP, but instead, actually hand remade it. It's a lot better that way. This is a quality port, I think. Enjoy
nostalgic place in my heart, all the way back from Unreal Tournament 99. This map was a lot of fun to make. It's meant for the nostalgic UT99 gamer who remember it, and includes identitical scaling, the exact same textures and near-identitical texture placement. It's a hand-made port. I did not port the BSP, but instead, actually hand remade it. It's a lot better that way. This is a quality port, I think. Enj
not struggle as much, at the expense of visuals. The second quality to this map is the fact that even within the 6-8 player limit, there's no lack of action. One will always find an opponent easily, which keeps the action flowing quickly. The third quality is how smoothly the map flows. While it looks and plays as standard issue DM, it does so without any annoying niggles or gimmicks aside from the odd jump pad or hidden floor. For those who dislike it when maps sacrifice gameplay just for a "cool" feature, this will suit. For a future release, suggested improvements would include adding some more architectural detail in moderation, expanding the layout, perhaps more prominently implementing the 'pressure point' trick more often as a main feature, and toning down the ambient effects as well as using a greater variety of them. ~Mikouen
snipe in coming players trying to score.
was taken into pickup placement. I'll be adding this one to my BR server's map cycle for sure No Readme file was provided, but simply copy the map file to the following folder C:Documents and SettingsYourlogonMy DocumentsMy GamesUnreal Tournament 3UTGamePublishedCookedPCCustomMaps ======================================================================================================== Bombing Run in Romra Moon Station for Unreal Tournament 3. The bombing run mod for Ut3 can be downloaded and installed from http://relicsut.com/ut3br.htm
and is comprised of various different levels. Each level has its own distinct gameplay advantage and disadvantage, making this one of the most strategic capture the flag maps out there. CTF-Elevation focuses on risk-reward. The flag of each base can be raised to a position accessible only by stairs, or the room in the center-top. However, limiting access like this closes off access to your team's only weapons in your base. In addition, going up the stairs takes time, but it grants access to the switch that controls the flags elevation, as well as to the center-top room. The side rooms are themed (loosely) on the main entrance rooms in CTF-BridgeofFate (UT2004). This is a definite download for those wanting a different, more strategic, capture the flag map.
that seem to be abonandoned; this is a very desolite area. As mentioned, the envirment looks very urban, very dirty. Debris also help to complete the maps feel. Some buildings still stand, but not by much. The environment has been crafted based on reference of the alienation zone at Pripyat, Ukraine. This civilian city was near the disastrous Chernobyl incident. This map features only in-box assets shipped with the game.
particle byproducts though have shown to effect ones molecular structure and is being researched for possible uses in Invisibility technology as well. However, direct exposure to the SuperCollider beam is almost always fatal & should be avoided at all costs. Dr. Helen Boson, Head of particle research at Liandri Corporation, holds a private unsanctioned tournament at the SuperCollider lab. She taunts contestants barking orders from her control room, ready to flip the SuperCollider switch at any given moment. (Request Staff Review & Rating) Oh man! HONESTLY this is the best user-submitted map I've played so far in UT3. It's large for a deathmatch map, but that's just fine by me! The effects, story line, theme, and use of kismet is outstanding. It's hard to describe this map, you just gotta download and see for yourself. Truly a unique map, and sure to become a hit on DM servers. I had to play in god mode so I could take a tour of the place....lots of post-processing effects that really hypnotize. 10/10
A small tunnel and two bridges connect the two small rooms. Each room is metallic and the floor resembles a dance floor. The author says at first it was going to be a really small capture the flag level but in the end, just the fact of killing people in such a small environment, was fun enough. All the custom textures and content helps create the "claustrophobic" feel. You'll have loads of fun on this map, it allows for no hiding or camping. Players that like to go out "guns blazing" will love this.
classic deathmatch map.
duel matches, but you could probably play comfortably with up to 6 players in regular dm mode. TR_Relic A small and simple arena style map, filled with deadly slime, inside of a shiny metropolis. The map fits perfect for 1on1 matches and the Duel gametype.
Another fine release. I enjoyed his last release, SpaceStation, so much that I converted it into a small bombing run map. Keep stuff like this coming ! TR_Relic ========================================================= This map has made been for the 3D Buzz old school level design contest. Map has also a cool kismet event programmed in it.
about 5 or 6 players. It kinda reminds me of a campaign level from Blacksite-Area51. Of course, it looks much better though :D A must download for deathmatch players! TR_Relic ================================ With the constantly shrinking worldwide petroleum reserves, the cost of fossil fuels increased beyond the ability for most consumers to afford. Fighting and wars broke out in every country. Gas stations were robbed. Refineries were hijacked. Within three months every gas bar was empty. The remaining people fought over the remaining fumes... get your gun and go get some gas... A small 1on1 fast-paced DeathMatch. Close-quarters fighting in a visually realistic near-future abandoned garage.
versions of the map DM-MyApartment: this a plain ordinary DM level that was built for INV back in the good old UT2004 days...this map is completely different from the original. DM-VEH-MyApartment: this level is the same as DM-MyApartment but has...vehicles!!! there is a leviathon in there but..you must find it on your own. games that are supported: DM,TDM, & duel. to install place all the files in my documentsmy gamesunreal tournament 3utgamepublishedcookedPCcustommaps load your game then have fun and blow $%^& up!! please tell me if you have any problems such as bugs. permissions: you may give this map out to any of your friends,this map is only to be for free.
map. Enjoy !
challenge to escape from which makes it more exciting.
i wouldn\'t reccomend more than 6 players unless you love absolutely frantic matches. I worked hard on this map to make it look good and i think i succeeded. The gameplay is also quite good if you like fast tight matches.
tournament. War is once again waged in this crumbling keep of old. [b]Comments:[/b] My Fourth map overall and definately (well in my opinion) best looking. The layout is from an old ps2/gamecube/xbox game called James Bond Agent Under fire and it was always my favourite MP level. It was like this set in a castle but unlike this it was not overgrown or crumbling. The map is set at sunset and is very detailed. I have spent a good deal of time on this and I hope you all think it was worth the effort!
teleporter in the hiding spot since it was sort of hard to get out of.i also added a closet & invisibility pick up in one of the bedroom's.
perfect size. i mainly made this for galtanor's invasion. being that medium to very large maps are excellent for invasion other maps are too small and no where to move around or hide to gain health. in this map there is one one place to hide though i will not say where it is. this map was really a model version of my bud's house that i haven't seen in almost 10 plus years, funny how you can remember the details of some one's house. well any way with all said and done have fun and blow #$%& up.
it is finished I think it was definately worth the effort and I hope you agree. The map is best played 3v3 and is good fun when played with the realistic weapons mod. Comments: After IW Corp had finished with this arena they sold it to UTC for a considerable amount of money... It Was worth it! Screenshot: http://server6.theimagehosting.com/i...ap3Pic.a71.jpg http://server6.theimagehosting.com/i...Pic(1).e7e.jpg
open. There\'s no PS3 version as I tried to PS3 cook it and it just sat, hung for over half an hour on the stealthbender error. If someone else can cook it for PS3 go ahead, though I\'ve no idea if it\'s possible as it includes custom meshes. Player Spawns are in the bottom corner, 1 on the pipe ledge and 1 in the top corner (on both sides of the map). Flags are in the bottom corners. Weapon Spawns: Shock Rifle - Middle, bottom floor. Flak Cannon - Left, top floor room. Flak Cannon Ammo - Right, top floor room. Stinger - Left, top floor. Stinger - Right, top floor. Stinger Ammo - Middle, middle floor. The two vertical shafts at the bottom have mesh grates over them so you don\'t fall into them. Either side of the middle there are doors so you can\'t stand at one flag and spam the other. There are no health pickups, but I don\'t think it adversely affects gameplay in any way. If you feel otherwise feel free to let me know. The pickups in general are open to discussion. I\'m particuarly interested in knowing if people get unplayable FPS rates around the middle (specifically the door area). There\'s some dynamic lighting going on around that area because of the doors and I drop 10FPS or so, though I maintain 40FPS easily on a decent rig. I want to know if anyone has trouble in that area so I can tweak it if necessary, but obviously not if you\'re someone trying to run max settings on a PC that can\'t handle it.
Shieldbelt, Armor, Invisability and UDamage. Everything runs smoothly.
There you can kill your on foot opponents and try your hardest to defend your nodes on the bridges. Two Darkwalkers (one on both sides of the map) Let ultimate hell be unleashed. Be the first to get into a vehicle otherwise expect to get PWNED! Some advice, stay up on the sniper platform, even when you run out of sniper ammo, use the other weps in your inventory. Trust me getting down means taking damage.
[url=http://unrealtournament2004.filefront.com/file/DMTrainStationFINAL;87104]this page[/url]. ~ Kouen
case. It looks absolutely fantastic, though, and has plenty of space to run and gun. Looking around, you'll notice that extra care has been taken with the intricate details, and what we get is a visual treat as a result. The lighting, while leaving some areas in the dark, is very atmospheric and sets an appealing mood, as your enemies have plenty of shadow to hide in and plenty of good ambush spots. The turrets, I found spoiled the game somewhat in DM mode, but will work great in a team game. Imagine taking and holding the center with your teammates against the incoming onslaught of enemy soliders. Kinda feels like a cross between a John Wayne last-stand scenario, and a futuristic cyberpunk sci-fi movie, but fun nevertheless. Overall I get the feeling eye candy was the name of the game here, with gameplay taking a back seat, but ironically the gameplay actually benefits from the map's layout and visual styling. 'tis a good map, indeed. ~Kouen
counter matches and then on the third floor you got your power ups. [b]The Rating[/b] [b]Tech:[/b] The jump pads are nice and can really make good get-a-way if you have someone chasing you and you can nail them when they come up. But there is one jump pad that is not aligned properly that I kept hitting my head on the wall and falling back down to the ground. This would be truly annoying if you were running away to make a good kill when he followed only to find out you can't make the jump. I even went back to test the jump pad a few times to make sure I wasn't doing something wrong, I kept hitting the wall and bouncing back down however.The bots seemed fairly responsive to what was going on and even beat me to the U damage. Again though, we have lighting problems though out the map. Some very dark spots on the first floor, while not directly damaging the sight of your enemy it is kind of in plain open sight (use a little ambient lighting to make it a simple gray shade). [b]Fun Factor:[/b] I didn't find my self having all that great of a time playing this map. I'm sure it can be fun to kill the guy who tried to run away and hit his head on the jump pad but I'm sure the guy that couldn't get away by a design flaw is having fun. Small things like this can really make a big impact on game play, especially on a jump pad that shoots you up to the next floor. [b]Item Placement:[/b] Pretty much every player spawns right next to a weapon, if your unlucky you do not. The U damage on the 3rd floor wasn't to bad but the whole spawning next to weapons doesn't appeal to me. Others may find it enjoyable to start guns a blazen but since I am reviewing the map I guess I will go with my opinion here. [b]Balance & Stability:[/b] It's a DeathMatch map and can't really be judged to heavy on balance. The FPS didn't slip at all though so that is good. [b]Quality & Creativity:[/b] I was left unimpressed and bored by the end of the test. That whole jump pad thing is really annoying and I'm sorry to beat a dead horse here but ... geeeeeeez. I did like the jump from the second floor to the third floor, that was nicely done. The walls are no longer as (I stress "as") plane as some of the previous maps we have seen from 777. The use of crates through out the map on the basement can get a bit boring, maybe if more meshes were used and some green lighting to spice things up would of been a nice touch to add, since the walls are green an all. ~Death Dream~
this is the older more grown up version. Not only do we have three bridges but the bases have completely been upgraded with several doors to keep those lousy snipers out of your home town. Now lets get onto business with the review. [b]The Rating[/b] [b]Tech:[/b] It sure is pretty but don\'t sit still looking around to long, you can really get dizzy if you pay attention to much to what is going on in the background with everything spinning. The fog is a nice added touch making you feel more like your out of the world. The bot pathing is good too but if you knock one of the boots off the edge and he lands on a rock, he might as well not even be in the game. They do not know how to get back up which can really be bothersome if he is on your team. Lets just hope your human teammates are smarter than the bots and know how to use a translocator. [b]Fun Factor:[/b] Its great, no doubt you will be having fun getting those headshots .... Did I just hear someone say \"BOOOOM Heaaaaadshot\"? I think I did ... Anyways, its going to be a blast. [b]Item Placement:[/b] An improvement from past Face\'s for sure. I like were the Redeemer was placed instead of having one in each base. I just wonder how many people are actually going to realize there is a biorifle in the map. [b]Balance:[/b] Both sides have the same advantages and disadvantages so it is good. [b]Stability:[/b] Now here is where we start to have a problem. I run most maps fine, I may not have the greatest computer in the world and it may be a few years old. But when it comes to UT3 maps I run about 95% of them at a fair rate. Several times when I was running down the bridge trying to get back to my base with the flag my FPS would drop to an unbearable rate. [b]Quality:[/b] It brings in the mix of the old classic Face in with a new BAM of 2008 in there. It\'s very nice and dizzy to look at! [b]Creativity:[/b] While it is a port but yet not a total port I will only dock it one point for this. Otherwise it is a really nice map and you can tell a lot of thought went into it. ~Death Dream~
save my review for the Ultra version of the map that is soon to be uploaded. Still this map is great to play the way it is. ~Death Dream~
lot of hallways but you never really get the feeling of being lost. Most of the action is at the center point of the map where the U damage is placed and the jump boots. This map is kind of big; however, it just seems like a lot of spots are wasted. [b]The Rating[/b] [b]Tech:[/b] I just wasn\'t impressed, the U damage below the main platform wasn\'t a bad idea but again 777 has made a lot of rooms with static mesh\'s just thrown about. More thought needs to be put into this than just randomly picking items and out and placing them in a room. [b]Fun Factor:[/b] While the map may not look appealing to the eye it is fun at some times. I still think this would be another good map for Invasion if you happen to have the mod downloaded. [b]Item Placement:[/b] I really don\'t agree with a lot of the items that were placed where they were. The jump boots really have no reason to be in this map unless you run along a huge hallway and into the big box room to where they can be some use. Just to get on top of the glass in the center platform doesn\'t seem right. There seems to be a lot of health everywhere you turn too. [b]Balance:[/b] If someone is able to control the center they will have the power with most of the weapons there and the U damage as well, making it hard for outsiders to really take over in that situation. [b]Stability:[/b] The FPS didn\'t drop to much, not much detail for you computer to sweat over. [b]Quality and Creativity:[/b] The walls are boring, all one flat texture followed by boxy rooms. I just didn\'t see the time or effort put into this map that should of been put into it. ~Death Dream~
but it tries to hard. Where you have nice effects like lightning and fire going on, you just can't hear them. The sound department was fired or something because that is a big part of a map with something like this. The map does have a U damage pick up that was cleverly thought out but if you miss jumping onto the pipe and fall down onto the ground, there isn't a way to get back out of that spot unless you die. So onto the rating... [b]The Rating[/b] [b]Tech:[/b] It's a simple map with some static meshes thrown about. The sound effects that are clearly missing is a real disappointment and could of helped in the overall score of this map. [b]FunFactor:[/b] It's just not all that exciting, you feel like your fighting over who owns what stairs. The U damage scenario is a big downer on this grade, when you miss the pipe and fall onto the ground, there is nothing you can really do. [b]ItemPlacement:[/b] Your average items are placed around the map in a nice fashion, like the helmet upgrade, that is pretty nice place to put it. The U damage also was a nice touch. [b]Balance:[/b] While the map is overall balanced out the large amount of stairs you have to go up and how long they are really does drag out. You then end up in a fire, fight trying to get up the stairs, which can be fun. But with the length of how tall the stairs are if you are in the middle of them going up and someone shows up above you, your pretty much dead. [b]Stability:[/b] There was no drop in FPS during my game play test. [b]Quality:[/b] There are some areas that need improvement but for the overall map you can always find a way to have some fun. [b]Creativity:[/b] There are many spots in this map that start to shine out at you but then you get sadly disappointed after you look closer at it. This map was rushed and left out key points that should of really had a closer look before the release. ~Death Dream~
saw in the DM version but in overall fun factor, it has greatly improved. The bio bridge will become a great central fighting point and who ever owns that will own the map for sure. [b]The Rating[/b] If you want my full detailed description check it out over on the deathmatch version, I am only going to cover what has changed from that version to this version. [b]Tech:[/b] Including nodes does help to forget about all the other stuff in the map and make you focused on one thing, winning. [b]FunFactor:[/b] The greatest part about the warfare map that makes it so different from the deathmatch version is the two nodes on the bio bridge. The Orbs really come in handy on this part of the map and really push a team back into their base. [b]Creativity:[/b] While most of the map is still the same I got to say it again, the central point of this map is going to hold the power to win here. ~Death Dream~
something about how wide open it is and there is nothing to fill in the blank areas. It does make for some great fights, there really is no where to hide once someone has spotted you. It does feel like a team playing map when you are going through it, both sides of the maps are pertty much the same with the connecting hallways from the bio pool. [b]The Rating[/b] Let me explain why I rated it the way I rated it: [b]Tech:[/b] As I said above, there is just to much open space from point a to point b. You sometimes feel like your in a rat tunnel just trying to get to the next weapon. However with some plan-jane looking areas the bio pit water does make up for it. [b]Funfactor:[/b] Like any map, if you get the right amount of players in it you will have a great time. The best part is when you watch your enemy fall into the bio pit. [b]Item Placement:[/b] The weapons on both sides of the map are the same, yet another reason why this will make a good team map to play. I just don't think there should of been a sniper rifle really put on this map. [b]Balance and Stability:[/b] Said it once, I'll say it again, both sides of the map are the same so you will have no problem saying it was an even fight. [b]Quality and Creativity:[/b] Neither the quality or creativity was at full blast on this one. While the map can still be fun you are left thinking, "there could of been some more". I would recommend the Warfare game type of this map, that will be intense. ~Death Dream~