Overview |
If you're looking for the Unreal Championship version of the map, you might want to check CTF-Chrome (UC map).
CTF-Chrome is a Capture the Flag map from Unreal Tournament 2003 and Unreal Tournament 2004. In both cases, it's a stock map.
Map description[]

Chrome is a small Capture the Flag map set in an enclosed, technical environment. It has a symmetrical layout and two routes throughout most of the map. Two corridors lead from the flagroom to a central room which also has two corridors connecting both halves of the map. The flagrooms are by far the largest rooms, and the flag itself is placed on a catwalk, which originates near the entrance to the flagroom, and runs all the way to the back, where an elevator provides some sort of a shortcut. A Jump Pad halfway provides the third way of getting on the catwalk.
Named areas of the map include:
- Middle: The midfield of the map, composed of two corridors which we'll name East/West Middle Corridor as well as Middle - Blue/Red Side.
- Blue/Red Generator: Two opposite elbows that act as the main connection between the flag bases and the middle area. For description purposes, we'll name these areas Blue/Red West Generator and Blue/Red East Generator.
- Blue/Red Entry: Another buffer area, these ramps act as the connections between the Flag Base and each Generator room. For description purposes, we'll name these areas Blue/Red West Entry and Blue/Red East Entry.
- Blue/Red Base: The flag bases themselves. The flag is located atop a series of catwalks with a direct access at lower level via a platform. Each of the bases have a small hole where the Translocator disc can be thrown, located between both base entrances, in front of the beginning of the catwalk, behind a pillar. Once thrown, the disc spawns in the Middle, behind the Shock Rifle.
- Blue/Red Spawn: Two opposite spawning rooms located at the Flag Base. We'll name them Blue/Red West Spawn and Blue/Red East Spawn.
Weapons and pickups[]
Weapons[]
Weapon | Count | Location |
---|---|---|
W: 2 A: 2 |
Weapon: 1x Blue Base, next to the entrance from Blue East Entry. 1x Red Base, next to the entrance from Red West Entry. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. | |
W: 2 A: 4 |
Weapon: 1x Middle - Blue Side. 1x Middle - Red Side. Ammo: 1x Middle - Blue Side, near the entrance to the Blue West Generator. 1x Middle - Blue Side, near the entrance to the Blue East Generator. 1x Middle - Red Side, near the entrance to the Red West Generator. 1x Middle - Red Side, near the entrance to the Red East Generator. | |
W: 2 A: 2 |
Weapon: 1x Blue East Spawn. 1x Red West Spawn. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. | |
W: 2 A: 2 |
Weapon: 1x Blue West Spawn. 1x Red East Spawn. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. | |
W: 2 A: 6 |
Weapon: 1x Blue East Generator. 1x Red West Generator. Ammo: 2x Middle - Blue Side, near the entrance to the Blue East Generator. 2x Middle - Red Side, near the entrance to the Red West Generator. 1x Blue Base, below the catwalk's middle point. 1x Red Base, below the catwalk's middle point. | |
W: 2 A: 6 |
Weapon: 1x Blue West Generator. 1x Red East Generator. Ammo: 1x Blue Base, below the catwalk's middle point. 1x Red Base, below the catwalk's middle point. 2x Middle - Blue Side, near the entrance to the Blue West Generator. 2x Middle - Red Side, near the entrance to the Red East Generator. | |
W: 2 A: 2 |
Weapon: 1x Blue Base, next to the entrance from Blue West Entry. 1x Red Base, next to the entrance from Red East Entry. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. |
Weapon | Count | Location |
---|---|---|
W: 2 A: 2 |
Weapon: 1x Blue Base, next to the entrance from Blue East Entry. 1x Red Base, next to the entrance from Red West Entry. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. | |
W: 2 A: 4 |
Weapon: 1x Middle - Blue Side. 1x Middle - Red Side. Ammo: 1x Middle - Blue Side, near the entrance to the Blue West Generator. 1x Middle - Blue Side, near the entrance to the Blue East Generator. 1x Middle - Red Side, near the entrance to the Red West Generator. 1x Middle - Red Side, near the entrance to the Red East Generator. | |
W: 2 A: 2 |
Weapon: 1x Blue East Spawn. 1x Red West Spawn. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. | |
W: 2 A: 2 |
Weapon: 1x Blue West Spawn. 1x Red East Spawn. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. | |
W: 2 A: 6 |
Weapon: 1x Blue East Generator. 1x Red West Generator. Ammo: 2x Middle - Blue Side, near the entrance to the Blue East Generator. 2x Middle - Red Side, near the entrance to the Red West Generator. 1x Blue Base, below the catwalk's middle point. 1x Red Base, below the catwalk's middle point. | |
W: 2 A: 6 |
Weapon: 1x Blue West Generator. 1x Red East Generator. Ammo: 1x Blue Base, below the catwalk's middle point. 1x Red Base, below the catwalk's middle point. 2x Middle - Blue Side, near the entrance to the Blue West Generator. 2x Middle - Red Side, near the entrance to the Red East Generator. | |
W: 2 A: 2 |
Weapon: 1x Blue Base, next to the entrance from Blue West Entry. 1x Red Base, next to the entrance from Red East Entry. Ammo: 1x Blue Base, below the Translocator hole. 1x Red Base, below the Translocator hole. |
Pickups[]
Pickup | Count | Location |
---|---|---|
4 |
1x Middle - Blue Side, atop a ledge. 1x Middle - Red Side, atop a ledge. 1x Blue Base, catwalk's middle point. 1x Red Base, catwalk's middle point. | |
2 |
1x Blue Base, lower level, below the Blue flag catwalk. 1x Red Base, lower level, below the Red flag catwalk. | |
12 |
6x Blue Base, lower level, right below the Blue flag. 6x Red Base, lower level, right below the Red flag. |
Pickup | Count | Location |
---|---|---|
4 |
1x Middle - Blue Side, atop a ledge. 1x Middle - Red Side, atop a ledge. 1x Blue Base, catwalk's middle point. 1x Red Base, catwalk's middle point. | |
2 |
1x Blue Base, lower level, below the Blue flag catwalk. 1x Red Base, lower level, below the Red flag catwalk. | |
12 |
6x Blue Base, lower level, right below the Blue flag. 6x Red Base, lower level, right below the Red flag. |
Walkthrough[]
Unreal Tournament 2003[]
After winning this match, you're given the opportunity to include Lilith in your team.
Lilith's Unreal Tournament 2003 character card | |
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Tips and tricks[]
Prima Official Guide[]
Hall: The main part of each base is a giant hall with an elevated catwalk in the middle. Doorways at either end of the hall, opposite the flag, lead into the area that separates the bases.
On the ground at the front of the hall (the section nearest the enemy base) are the Lightning Gun and the Bio-Rifle.
On the ground at the rear of the hall, underneath the team flag, are several Adrenaline capsules and a Shield Pack +50.
An elevator at the rear and a jump pad in the center take you up to the catwalk. You can also climb the catwalk ramps at the front of the base.
Catwalk: The middle of each base is dominated by an elevated series of platforms and catwalks. A Health Pack +25 is on the catwalk.
The most important item on the catwalk is the team flag, at the rear. Doors on either side of the catwalk lead to second-floor hallways.
Hallways: Enter the doors on either side of the catwalk to reach two L-shaped hallways. One contains a Minigun, the other has a Link Gun.
Near the weapons in each hallway, giant windows look out over the hall. You can jump through the windows to return quickly to the catwalk rather than run all the way around. These windows are also excellent camping spots for players on defense.
Between the Bases: The bases are separated by small outer halls on either side that lead into a large, neutral room.
Outer Halls: On either side of the front of each team's base, a doorway leads to a small outer hall with two doorways. One doorway leads to the team base; the other leads to the neutral area between the bases.
Between the doors in each outer hall is a pillar of energy, reflecting the color of the team's base that it is connected to.
In one of the halls is a Rocket Launcher; the other contains a Flak Cannon.
Neutral Room: The large rectangular room between the outer halls of each team's base has four corner doorways. Two lead to the red base, and two to the blue base.
On each side of the room is the logo of the team whose base lies beyond the neutral room. These help keep you from getting lost: If you want to head to the red base, run through a door near the red logo.
In the middle of each end of the room are a Shock Rifle and a Health Pack +25 on a small platform. The easiest way to get the Health Pack is to double-jump up to it.
Game Plan:
Offense: Send at least two team members to capture the enemy flag. The chances of one making it are better if they enter through different sides of the enemy base, but the chances of both surviving are better if they come in through the same door. If you have the manpower, send a third teammate in for the flag. Two teammates can enter through one door and the third through the other door.
Your team can reach the enemy flag in three ways: Run up onto the catwalk and run the length of it until you grab the flag, run along the ground to the rear of the catwalk and take the elevator up to the flag, or use your Translocator to get there instantly.
Once you have the flag, quickly determine if more enemies await on the catwalk or on the ground, and choose the path of least resistance. If you are running along the ground, stay as close to the catwalk as possible to avoid getting shot from above, and beat feet back to your own flag to score the point.
Defense: Posting a defensive player on the inside of each doorway that leads into your base is a good plan if you have two free players.
One of the best defensive positions is in the hallway that branches off from the catwalk and overlooks the base. Camp up there with a Lightning Gun trained on your flag and pop any enemy who tries to take it.
Make sure your defensive players help themselves to the Adrenaline and Shield Pack at the rear of the base. With superior defense and surprise attacks, you should be able to hold your base against all comers."
Capture Tips[]
The following are a series of tips released by the defunct website Capture.
Chrome is a map that many clans choose to play on during their clan wars because the map requires a lot of teamwork to capture the flag. (There will be no one-man does-it-all in this map against any team that's worth their weight in megabytes!) The arena is not meant for a lot of z-axis gameplay, the action in this map is more of the close combat style. The flag base consists of two side rooms that serve as spawn points and storage for the Link Gun and Minigun. The flag itself is situated on a second level of a large opened room. The flag is accessible via ramps flanking both sides of the flag, a jump pad that is situated in front of the flag , and an elevator located in back of the flag. The Lightning Gun and Biorifle sit next to the base entrances.
The entrances lead out to two side hallways. One contains a Rocket Launcher, and in the other their is a Flak Cannon. These hallways merge again into the center area which holds rockets, flak shells, health, and the Shock Rifle. These tight corridors make the Shock Rifle the weapon of choice, and will therefore force flag carriers to come with cover if they want to make it through alive.
Once inside the enemy base, flag runners will be easy targets for defenders that are armed with the Lightning Gun that spawns inside the base. To avoid these defenders, it is best for flag runners to take advantage of the cover that the upper level ramps provide. Attackers can then translocate up to the flag base, take the elevator located at the back, or use the jump pad to propel themselves to the flag.
To use the jump pad to reach the flag, jump once onto the closest edge of the jump pad. As soon as it starts pushing up, double jump back towards the flag, and the jump pad will carry you right onto it.
Defenders have the option of pursuing an attacker via three routes, one of which the runners can't use. They can choose to follow the runner through the side doorways or instead send a translocator disk through the darkened window at the base of the ramps. After translocating to it, defenders will be dumped out into the Shock Rifle alcove in the middle area.
Flag carriers will need a hiding place if their flag is not in their home base when they return, and they have many options as to where they can hide. They can choose to stand at the flag base and be targets for incoming attackers, hide in the side spawn rooms with the Link Gun and Minigun, or they can retreat to a side hallway that houses either the Flak or Rocket Launcher to a tricky hiding place made possible by a detailed static mesh (who said that all those meshes had no gameplay value!). First, go to a wall that is adjacent to one of the doorways. On it, there is a cross-brace type structure.
Walk on the open side of it, and then jump up onto the lip sticking out from wall. Then jump across onto the lower bolt piece of the static mesh, then crouch and walk along the brace as far as possible. You'll be nearly invisible to those in the room unless they see you from the side. For this reason, it is usually best to use the cross-braces adjacent to the entrance to your flag base, because attackers will usually be facing the opposite direction from where they would need to be to see you.
After the coast is clear, run that flag over your own and you just captured your enemy's flag! Easy, huh?"
Offense[]
Defense[]
- Defenders can quickly reach the central area of the map by throwing the Translocator disk at the hole in the wall between the two monitors near the base exit. The disk will be teleported to the Shock Rifle on the same team's side of the map's middle area.
- Because there are always 2 routes from A to B, there is no real chokepoint in this map (a place that's relatively easy to defend). The best spot to try and take down the opponents is the center of the map. Although risky (due to its short distance from the enemy base), it provides the longest straight corridors in the map. The Shock Rifle and Rocket Launcher (which can be found in the vicinity) are perfect for defending this particular area.
Trivia[]
- CTF-Chrome is the only map mentioned in the UT2003 manual. It includes a sneak peek of this level and states the name, size, weapons, items available as well as the offensive tips seen in the Prima Official Guide.
Location bugs[]
- In addition to the mentioned equal names, the Red Base has no zone name. Thankfully all this can be solved by creating a file called CTF-Chrome.int in the System folder with the following data:
[ZoneInfo0]
LocationName="Blue West Generator"
[ZoneInfo2]
LocationName="Red Base"
[ZoneInfo3]
LocationName="Blue East Generator"
[ZoneInfo4]
LocationName="Red West Entry"
[ZoneInfo5]
LocationName="Blue East Entry"
[ZoneInfo6]
LocationName="Middle - Red Side"
[ZoneInfo7]
LocationName="Middle - Blue Side"
[ZoneInfo8]
LocationName="Red West Spawn"
[ZoneInfo9]
LocationName="Middle - West Corridor"
[ZoneInfo10]
LocationName="Red East Spawn"
[ZoneInfo11]
LocationName="Blue West Entry"
[ZoneInfo12]
LocationName="Middle - Blue Side"
[ZoneInfo13]
LocationName="Middle - Red Side"
[ZoneInfo14]
LocationName="Middle - Red Side"
[ZoneInfo15]
LocationName="Red West Generator"
[ZoneInfo16]
LocationName="Red East Entry"
[ZoneInfo17]
LocationName="Red East Entry"
[ZoneInfo18]
LocationName="Red West Entry"
[ZoneInfo20]
LocationName="Blue East Spawn"
[ZoneInfo21]
LocationName="Blue West Spawn"
[ZoneInfo22]
LocationName="Middle - East Corridor"
[ZoneInfo23]
LocationName="Red East Generator"
[ZoneInfo24]
LocationName="Middle - Blue Side"
[ZoneInfo25]
LocationName="Blue West Entry"
[ZoneInfo26]
LocationName="Blue East Entry"
[ZoneInfo27]
LocationName="Middle - Blue Side"
[ZoneInfo28]
LocationName="Middle - East Corridor"
External links and references[]
See also[]
Unreal Tournament 2003 Capture the Flag maps |
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CTF-Chrome • CTF-Citadel • CTF-December • CTF-Face3 • CTF-Geothermal • CTF-LostFaith • CTF-Magma • CTF-Maul • CTF-Orbital2 Epic Bonus Pack maps: CTF-Avaris • CTF-DoubleDammage DE Bonus Pack maps: CTF-DE-ElecFields • CTF-DE-LavaGiant2 |
Unreal Tournament 2004 Capture the Flag maps |
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CTF-1on1-Joust • CTF-AbsoluteZero • CTF-Avaris • CTF-BridgeOfFate • CTF-Chrome • CTF-Citadel • CTF-Colossus • CTF-DE-ElecFields • CTF-December • CTF-DoubleDammage • CTF-Face3 • CTF-FaceClassic • CTF-Geothermal • CTF-Grassyknoll • CTF-Grendelkeep • CTF-January • CTF-LostFaith • CTF-Magma • CTF-Maul • CTF-MoonDragon • CTF-Orbital2 • CTF-Smote • CTF-TwinTombs Mega Bonus Pack maps: CTF-BP2-Concentrate • CTF-BP2-Pistola |