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If you're looking for the Bombing Run version of the map, you might want to check BR-BridgeOfFate.

Overview

The subject of this article appeared in Unreal Tournament 2004.

"Two sides, a huge cave in between, one bridge going from side to side, bridging the gap between two teams, bridging the gap between hope and despair."
Map description

CTF-BridgeOfFate is a Capture the Flag map for Unreal Tournament 2004. It's one of the stock maps of the game, and is also part of the demo version of the game.

Map description[]

!UT2004-CTF-BridgeOfFate-Pickups

Bridge of Fate is a large map set in a moody cavern. The 2 bases are divided by a large canyon that runs through the middle of the map. There are 3 bridges that cross this canyon, one of which is broken, but the gap can be jumped over. The bases feature an enormous hall with sky-high pillars and a few other, smaller rooms. There is virtually no z-axis gameplay here, apart from the Flag room and the area in/around the canyon.

The named areas of the map are:

  • Central Cavern: The middle area of the map, comprised by the three bridges that unite both bases as well as the entrances to the bases.
  • Blue/Red Shield Entrance: The west (Red)/east (Blue) cavern entrance to each base, comprises the stairs area. The eponymous item is located outside of the area, at the caverns. It's the only isolated entrance of the three.
  • Blue/Red Bio Rifle Entrance: The east (Red)/west (Blue) cavern entrance to each base, comprises the stairs area. The eponymous weapon is located outside of the area, at a platoon.
  • Blue/Red Pillar Room: The main playing field for each team, it's an area with tons of huge pillars acting as area breakout and coverage.
  • Blue/Red Forward Flak Side: Located west (Blue)/east (Red) of the Pillar Room, this hall leads to an area that contains the eponymous item.
  • Blue/Red Rear Flak Side: Located west (Blue)/east (Red) of the Flag Room, this hall of pillars contains the eponymous item.
  • Blue/Red Forward Rocket Side: Located east (Blue)/west (Red) of the Pillar Room, this hall leads to an area that contains the eponymous item.
  • Blue/Red Rear Rocket Side: Located east (Blue)/west (Red) of the Flag Room, this hall of pillars contains the eponymous item.
  • Blue/Red Flag Room: The room with each team's flag resting on a platoon.

Weapons and pickups[]

Weapons[]

Weapon Count Location
W: 2
A: 4
Weapon: 1x Central Cavern, at a platoon leading to the Blue BioRifle Entrance. 1x Central Cavern, at a platoon leading to the Red BioRifle Entrance.
Ammo: 2x Near the Blue side Central Cavern weapon. 2x Near the Red side Central Cavern weapon.
W: 4
A: 12
Weapon: 1x Blue Forward Flak Side. 1x Blue Forward Rocket Side. 1x Red Forward Flak Side. 1x Red Forward Rocket Side.
Ammo: 2x Near the Blue Forward Flak Side weapon. 2x Near the Blue Forward Rocket Side weapon. 2x Near the Red Forward Flak Side weapon. 2x Near the Red Forward Rocket Side weapon. 1x Blue BioRifle Entrance, lower level. 1x Red BioRifle Entrance, lower level. 1x Blue Flag Room, at the east ledge next to the entrance from Pillar Room. 1x Red Flag Room, at the west ledge next to the entrance from Pillar Room.
W: 4
A: 16
Weapon: 1x Blue Pillar Hall, west side. 1x Blue Pillar Hall, east side. 1x Red Pillar Hall, west side. 1x Red Pillar Hall, east side.
Ammo: 3x Near the Blue Pillar Hall west weapon. 3x Near the Blue Pillar Hall east weapon. 3x Near the Red Pillar Hall west weapon. 3x Near the Red Pillar Hall east weapon. 1x Blue Shield Entrance, lower level. 1x Red Shield Entrance, lower level. 1x Blue Flag Room, at the west ledge next to the entrance from Pillar Room. 1x Red Flag Room, at the east ledge next to the entrance from Pillar Room.
W: 2
A: 8
Weapon: 1x Blue Pillar Hall, center. 1x Red Pillar Hall, center.
Ammo: 2x Near the Blue Pillar Hall weapon. 2x Near the Red Pillar Hall weapon. 1x Near the Blue Rear Flak Side Flak Cannon. 1x Near the Red Rear Flak Side Flak Cannon. 1x Blue Flag Room, at the east ledge next to the entrance from Pillar Room. 1x Red Flag Room, at the west ledge next to the entrance from Pillar Room.
W: 2
A: 6
Weapon: 1x Blue Rear Flak Side. 1x Red Rear Flak Side.
Ammo: 1x Near the Blue Rear Flak Side weapon. 1x Near the Red Rear Flak Side weapon. 1x Blue Shield Entrance, lower level. 1x Red Shield Entrance, lower level. 1x Blue Flag Room, at the west ledge next to the entrance from Pillar Room. 1x Red Flag Room, at the east ledge next to the entrance from Pillar Room.
W: 2
A: 6
Weapon: 1x Blue Rear Rocket Side. 1x Red Rear Rocket Side.
Ammo: 1x Near the Blue Rear Rocket Side weapon. 1x Near the Red Rear Rocket Side weapon. 1x Blue BioRifle Entrance, lower level. 1x Red BioRifle Entrance, lower level. 1x Blue Flag Room, at the east ledge next to the entrance from Pillar Room. 1x Red Flag Room, at the west ledge next to the entrance from Pillar Room.
W: 4
A: 8
Weapon: 1x Blue BioRifle Entrance, lower level. 1x Blue Shield Entrance, lower level. 1x Red BioRifle Entrance, lower level. 1x Red Shield Entrance, lower level.
Ammo: 1x Near the Blue BioRifle Entrance weapon. 1x Near the Blue Shield Entrance weapon. 1x Near the Red BioRifle Entrance weapon. 1x Near the Red Shield Entrance weapon. 1x Near the Blue Rear Rocket Side Rocket Launcher. 1x Near the Red Rear Rocket Side Rocket Launcher. 1x Blue Flag Room, at the west ledge next to the entrance from Pillar Room. 1x Red Flag Room, at the east ledge next to the entrance from Pillar Room.
W: 2
Weapon: 1x Blue Pillar Hall, at a ledge only reachable by translocation above entrance from Blue Shield Entrance. 1x Red Pillar Hall, at a ledge only reachable by translocation above entrance from Red Shield Entrance.

Pickups[]

Pickup Count Location
12
3x Blue BioRifle Entrance, next to the entrance to the Blue Forward Flak Side. 3x Blue Shield Entrance, next to the entrance to the Blue Forward Rocket Side. 3x Red BioRifle Entrance, next to the entrance to the Red Forward Flak Side. 3x Red Shield Entrance, next to the entrance to the Red Forward Rocket Side.
16
4x Blue Pillar Hall, among the pillars. 4x Red Pillar Hall, among the pillars. 1x Blue Forward Flak Side. 1x Blue Forward Rocket Side. 1x Red Forward Flak Side. 1x Red Forward Rocket Side. 2x Central Cavern, near entrance to Blue Pillar Hall. 2x Central Cavern, near entrance to Red Pillar Hall.
2
1x Blue Pillar Hall, at a ledge only reachable by translocation above entrance from Blue BioRifle Entrance. 1x Red Pillar Hall, at a ledge only reachable by translocation above entrance from Red BioRifle Entrance.
2
1x Blue Pillar Hall, center. 1x Red Pillar Hall, center.
2
1x Central Cavern, near entrance to Blue Shield Entrance. 1x Central Cavern, near entrance to Red Shield Entrance.
1
Central Cavern, at the middle bridge, center point.
8
4x Central Cavern, near entrance to Blue Shield Entrance. 4x Central Cavern, near entrance to Red Shield Entrance.


Walkthrough[]

"Two sides, a huge cave in between, one bridge going from side to side, bridging the gap between two teams, bridging the gap between hope and despair."
Mission description

Tips and tricks[]

Main article: BR-BridgeOfFate
  • All the bridges are dangerously narrow. Therefore any kind of shock damage, even a well placed primary fire from the Shock Rifle, can easily push the bots off the ledge.

Prima Official Guide[]

"Capture the Flag Counterpoint
The main difference between the match types is the slight remodeling of the CTF version of BRIDGEOFFATE. Head out of either side entrance from the base, where there's a rocket launcher or flak cannon. This area is larger, with pillars. At the start of the hall, a wall turns the hall into an elongated cross shape. The reason for this is an additional outer passage in each corner of the map.
Out the side entrance, there's a door to the middle base doors and the main grand hall. Head to the map’s outer edge to find a corridor with a shock rifle, two ammo packs, a health pack, and stairs up to an additional entrance into the lightning gun stairwells. The rest of the map is the same, except a double damage replaces the ball in the middle of the central bridge.
The additional outer passages to the sides make flag carrying and base protection difficult. Attackers now have a choice of three courses to take. They can move through the outer passages or the main hallway, switching courses by translocating at the bridges, or else stepping through the doorways into the adjacent areas. This makes the side entrances to the base more important, and pushes the choke points to the doorways in front of the entrances. There, you can keep watch of your own outer area and the middle doors. Have one teammate man each area (the left, middle, and right doorways) to ensure cover. Flag carriers can vary their route back so they aren't cut down in the main hallway."


Capture Tips[]

The following are a series of tips released by the defunct website Capture.

"Myrmidion Holds Your Hand Through CTF-BridgeOfFate

Well, if one had to say something about this level as an introduction, one would most definitely have to say that the word 'huge' applies liberally. For example, it would not be an matter of great exaggeration on my part if I were to say that the distance between the two flags is roughly the same distance as between my seat here in front of my computer and, oh, Proxima Centurai.
The reason, however, for the Brobdingnagian nature of this level is not, it must be said, the actual bridge itself. That section is really rather tiny compared to the absolutely gargantuan bases, the main room of which could swallow Jupiter whole and have room left over for a good portion of Saturn's rings.
Do you get the picture? It's big.
Throughout this walkthrough, we will be looking at offensive tactics, defensive tactics, weapon placement, and yet more complaints about how this level cannot exist under the present laws of physics. (...) Ready? Game on.

Offensive Tactics
Well, we should all be aware by now of the sheer size of the level, and it must be said that that presents quite an advantage to you, my dear attackers. Because the bases are so mind bogglingly huge, it is all but impossible for an average sized team of defenders to cover the whole thing all at once, meaning that while you may encounter enemy attackers coming the other way, you should not expect any serious opposition until you reach the Flag room itself.
That, however, isn't a indication that you should travel fast and light, because not only are all the defenders going to be in the flag room, they're all going to be heavily armed and waiting for you to pop up – and then there's the small matter of getting the flag back to your base. A successful attack on an enemy base requires –as always- large amounts of armour, ordnance, and, if possible, teamwork.
Preliminary: We will assume, for the purposes of this exercise that you’re spawning in the flag room. If, by some cruel twist of chance you don't spawn in this desirable locale then you’re just going to have to make do, 'cause I'm not going to repeat this for every single bloody spawn point. Ready?
Once you've spawned, your first ports of call should be the Flak Cannon and Rocket Launcher, stored either side of the flag room, down those two dinky little tunnels. These will serve the dual purpose of momentarily keeping you near the flag room in case you're needed there, as well as letting you load up on some serious hardware. Of course, once you've got them both, it's probably time to go on the offensive.
Frontal Assault: The frontal assault is probably truly effective as a diversionary tactic (giving someone a chance to slip in from the sides and half-inch the flag) or if you happen to be Arnold Schwarzenegger. Either way, once you've loaded up with the above hardcore weaponry, make your way out of the front door of the flag room and into the main room.
You should be at full health at this stage, so you can forego the handy spinning health pickups. Both the Link Gun and the Minigun may be worth picking up if you're a mid-range fighter. Certainly, you should make a point of grabbing the Shield if it happens to be present. Don't stick around waiting for it if it isn't there, though – you might well find one in the enemy base.
The next section is, surprisingly, normally pretty safe. Despite the fact you have to walk across a pretty thin bridge completely exposed to potential snipers, everyone is normally buggering across the other bridges for your flag, hiding out in the flag room, or complaining about the lag. Regardless, that shouldn't stop you from hotfooting it across this area, making a quick point to grab the Damage Amplifier should it be present – you’re going to need it.
Of course, the enemy's hall is much the same as yours, aside from the fact that it is probably populated by a fair few enemy goits, who will no doubt experience feelings of deep displeasure at you being in their base. They may even try and vent this anger upon you by way of blasting your constituent atoms into the nth dimension, but that's just because they didn't receive enough hugs as children. Forgive them their childish anger, before reciprocating with that double-damaged Rocket Launcher you thoughtfully collected at the start of your assault. Once their entrails have finished raining down from the ceiling, you can proceed to the enemy Flag Room.
As covered later, you might well find that there's a defender sitting on the arch above the door with some sort of pain-inducing device in hand. Just be aware and make sure they don't jump you. Even if there isn't a defender there, you'll most likely have quite a fight on your hands to get up to the flag, especially considering that many people will no doubt be on voice comms hollering for assistance.
Grab the flag, and hightail it out of there.
The slightly sneakier entrance: In the likely event that you're not the Arbiter from Austria, you might want to consider the advantages of going in around the back. While the route may be a little longer, it does have the advantage that you basically bypass the main hall, which is where you're likely to encounter swathes of enemies going about their duties. Of course, you might well find the odd enemy coming in the opposite direction, but that's just a risk you're going to have to take.
Starting from the Flag Room, you may as well load up once more with the Flak Cannon and Rocket Launcher, because, let's face it, you'd be under compensating otherwise. Now, from here you have a choice of which route you want to take – you can either go left, or you can go right... but guess what? They're basically sodding identical. Once you’ve picked up the heavy weaponry, follow on past to the side galleries, where you can add a Shock Rifle to that unfeasibly large arsenal of yours. The correct direction should now be obvious to even the slowest amongst you, as you need to go but forwards and up some stairs to reach the small platform overlooking the Bridge of Fate.
Now, I did say just a few moments ago that the paths are basically identical, but there is one critical difference. If you follow the side corridor leading off from the Flak Cannon, then you'll always end up wrapping your greasy mitts around a Bio Rifle, whilst the Super Shield can be found simply by proceeding past the Rocket Launcher. However, the other pickup can found at the far end of the bridge, so unless you meet someone on the bridge itself it doesn’t really matter a damn which way you go.
Of course, the enemy base is exactly the same as yours – just reversed one hundred and eighty degrees. It should be a simple matter to peg it down the stairs and through the side galleries, making a point to grab any weaponry or ammo that you need en route. It's the enemy's ammo, after all – so help yourself. Once you've reached the small waterway between the heavy weaponry and the Flag room, you're basically there. Of course, there might be the odd defender, but by now you should be proficient at drop-kicking people off the mortal coil. Grab that flag, and run like Captain Buggery himself were after you.

Defending
Naturally, getting the flag is only half the job. The other half of the job is making certain that those cunning foxes on the enemy team don't purloin your flag while you're all out enjoying the luxuries of their base. To this end, you need guys to intercept these pennon pinchers.
Unfortunately, Bridge of Fate is -as you may have guessed by my earlier statements- quite sizeable, meaning that the number of defenders you'd need to cover it entirely would leave no-one left for attacking the enemy base. Therefore, you need a more fluid, communicative team, with the attackers also performing an outer defence role. If they meet anyone, they should engage them, and if they die then the least they can do is radio back (or type, if they haven't got with the program yet) where the guy was coming in from.
As for flag room defence, there are several places where you can quite happily get the drop on the enemy. If they're coming in from the side passages, then their movement is going to be very heavily restricted within the confines of the tunnel – which means the best remedy is a bit of the ol' Rocket Surprise or a heapin' helping of flak. Defending against an incursion from these entrances is best done from the upper level, meaning that anything you launch at them will impact on the floor nearby their frail bodies. With those two entrances covered, the only other place entry can be gained is through the main hall and front door of the Flag Room. However, if you have someone sitting on the arch directly above the door, then they should be able to get at least one surprise attack on the incoming kleptomaniac. Even if it doesn't kill them, it'll make people far more wary about going in that way then the other two.
While the majority of the map is quite spread out –making hitscan weapons a good choice- the flag room itself is actually quite confined. This means that any weapon with a large explosive radius is good for attackers and defenders alike. If you have the time or the numbers, get someone to pick up a Bio Rifle"
Myrmidion


Trivia[]

Easter eggs[]

Main article: Easter eggs
  • References to other works:
    • The map is modelled after an environment from The Lord of the Rings (more precisely, from the movies).

Popularity[]

Main article: Annex:Unreal Tournament 2004 Final Stats
  • Until the stats for the game were shut down, the map held the distinction of being the ninth most played UT2004 map of all-time, with over 338.000 matches.[1]

Localization errors and inconsistencies[]

  • Spanish:
    • The description of the map mentions that there's only one bridge going side to side ("un puente que une cada lado"), when in fact there are three.
    • Each of the areas concerning the Halls of Pillars are named in singular, as if there were just one pillar, when there are many.

Author's notes[]

"BR/CTF -BridgeOfFate started with just the flag room. I designed it more for visuals and fun, rather then gameplay, but when I walked around it I started to get a feel for it as a base. I then added the room with the big pillars as a middle area and copied the base over. I kept the entrances to the base small because I turned it into a bombing run map.

In UT2003 you can throw the bomb ahead of yourself and then teleport to the same spot with the translocator without much delay. This made defending a base very hard. With small entrances the defenders have an easier time fighting against this.

Later I added the cave area as the new middle area, to make the map harder and a bit slower paced. The CTF version was modified even more with adding separate rooms on each of the pillar rooms, to make flag running easier. It created more hide and seek gameplay that way.

I was responsible for most of the layout / meshing / lighting and bug fixing."
Checker's Chapel[2]


External links and references[]

  1. "Unreal Tournament 2004 Stats - Maps". UT2004 Stats. Archived from the original on Nov 25, 2018. Retrieved Aug 25, 2024.
  2. Frank, Bastiaan (May 27, 2008). "Portfolio Pariah and UnrealTournament 2004". Checker's Chapel. Archived from the original on Oct 22, 2012. Retrieved Oct 20, 2024.

See also[]

Unreal Tournament 2004 (Demo) maps
Deathmatch: DM-Rankin
Capture the Flag: CTF-BridgeOfFateCTF-FaceClassic
Bombing Run: BR-Colossus
Assault: AS-Convoy
Onslaught: ONS-TorlanONS-Primeval
Unreal Tournament 2004 Capture the Flag maps
CTF-1on1-JoustCTF-AbsoluteZeroCTF-AvarisCTF-BridgeOfFateCTF-ChromeCTF-CitadelCTF-ColossusCTF-DE-ElecFieldsCTF-DecemberCTF-DoubleDammageCTF-Face3CTF-FaceClassicCTF-GeothermalCTF-GrassyknollCTF-GrendelkeepCTF-JanuaryCTF-LostFaithCTF-MagmaCTF-MaulCTF-MoonDragonCTF-Orbital2CTF-SmoteCTF-TwinTombs
Mega Bonus Pack maps: CTF-BP2-ConcentrateCTF-BP2-Pistola
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